Stagger, also known as Interrupt, is a Status Effect that causes enemies to flinch and recoil.
Contents
Impact[]
When an Impact proc occurs, the enemy will flinch and recoil backwards. However, Ospreys, Bosses, and Tenno are immune to the effects of stagger caused by Impact.
Self Interrupt Weapons[]
Preceded by |
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Self-Damage since Update 27.2 (2020-03-05) |
All weapons with a radial area of effect can cause Tenno to stagger if the user is caught in the resulting explosion. Depending on how far the user is from the center of the radial effect, the Tenno may either flinch briefly or be knocked away, being unable to take any action during these animations. Although the user takes no damage, they can still be harmed by enemies while recovering from the stagger.
Radial area weapons with a very rapid fire rate can be much more severe in this aspect. If the Tenno is hit by more than one blast at flinch range within the timespan of one flinch, it is upgraded to a full knockdown. The Akarius is a particularly noteworthy example of this.
Towards the end of the backflip stagger animation, the Warframe will flash in their energy colors briefly. Jumping during the flash will cancel the stagger, allowing players to act earlier.
Other[]
- Quick Thinking/ Gladiator Finesse staggers the user when draining energy.
- Grendel becomes dizzy and staggered if he runs out of energy during Pulverize.
Sources of Stagger Resistance[]
These sources prevent self-staggering completely or provide a chance to ignore self-staggering effects.
Passives[]
Abilities[]
- Abilities with unconditional stagger prevention as long as they are active
2 50 |
Kinetic Plating Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level. Introduced in Update 25.7 (2019-08-29) |
Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction) | |
Duration:15 / 20 / 25 / 30 s (duration) | |||
Range:N/A | |||
Misc:
1 - 5% (battery drain per hit) |
Info
- Gauss expends 50 energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact, Puncture, Slash, Cold, Heat, and Blast damage types, while also becoming immune to Heat, Cold, Blast, Stagger, and Knockdown statuses for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and 1.0% to 6.5% battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of damage absorbed per hit is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
- Maximum damage reduction cannot exceed 100%. Minimum damage reduction cannot exceed 50%.
- Damage reduction is calculated as:
Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level - For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
- Damage reduction is calculated as:
- Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
- Both damage reduction and energy restoration still function even when the battery is empty.
- Energy restoration is calculated before all damage mitigation.
- Maximum damage reduction cannot exceed 100%. Minimum damage reduction cannot exceed 50%.
- Ability Synergy:
- While Kinetic Plating is active, it adds 100% Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in the explosion radius.
- While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Tips & Tricks
- Kinetic Plating stacks and synergizes well with Adaptation.
- Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
- Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage type and the battery wouldn't be full for most of the time.
- On the other hand, Adaptation can reduce only one damage type for each particular attack.
- Kinetic Plating stacks with Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
- Kinetic Plating synergizes well with Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
- Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
- Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
- This can be scaled up to 90%, which requires 250% Ability Strength.
- However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
2 50 |
Recompense Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from struck enemies. Introduced in Update 33.5 (2023-06-21) |
Strength:200 / 300 / 400 / 500 Slash damage per dagger hit + 250 / ? / ? / 350 HP or Overguard per dagger hit - 20 / 25 / 30 / 35 Overguard or HP drained per missed dagger 10,000 max Overguard | |
Duration:N/A | |||
Range:5 / 6 / 7 / 8 m dagger orbit radius | |||
Misc:
10 daggers |
Info
- Kullervo expends 50 Energy to unsheathe 10 daggers that quickly expand into a horizontal orbit spanning 5 / 6 / 7 / 8 meters and surround him for 5 seconds. On cast, Kullervo also becomes Invulnerable for 1 second. When enemies enter the orbit, the daggers home in to stab them, with each individual enemy stabbed by a maximum of 3 daggers; each dagger inflicts 200 / 300 / 400 / 500 Slash damage, with guaranteed Slash and Stagger status effects to its target, then heals Kullervo by 250 / ? / ? / 350 Health points or grants him equal Overguard points if already at full health, capped to a maximum of 10,000 Overguard.
- Health and Overguard points are gained the moment each dagger strikes an enemy.
- Daggers do not require direct line of sight and will bypass terrain and obstacles in the environment to strike their targets.
- Daggers that strike enemies are removed from orbit, while daggers without targets will gradually turn and sheathe back into Kullervo when Recompense expires, with each dagger damaging him by 20 / 25 / 30 / 35 Overguard points or health points if Overguard is absent. Kullervo cannot be killed by his daggers and remains alive at a minimum health threshold of 3 points.
- Each direct dagger strike against enemies increases Kullervo's Melee Combo Counter by 1 hit.
- Combo gain is increased by Combo Count Chance effects such as Quickening, True Punishment, Exodia Triumph, and Naramon's Opening Slam.
- An ascending suspenseful audio cue plays as the daggers turn and fly back to Kullervo.
- Ability Synergy:
- Overguard from Recompense is protected by Wrathful Advance's Invulnerability during wind up.
- Recompense's dagger damage spreads through enemies under Collective Curse when striking a cursed target.
- Does not count as extra hits to Kullervo's melee combo counter, nor grant extra health or Overguard.
- Cannot be recast while active.
- Casting Recompense is an upper-body animation that allows movement and Maneuvers while restricting other actions.
- Recompense is dispelled by Kullervo entering an ability nullification zone, which immediately turn his remaining daggers around and sheathe into him inflicting no damage. If Kullervo falls out of bounds, the remaining daggers will inflict damage upon him.
- Kullervo's earned Overguard cannot be dispelled and lasts until drained by enemy or self damage.
3 75 |
Warding Halo Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in Update 18.1 (2015-12-16) |
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( Slash damage per second) 1.15x / 1.25x / 1.75x / 2.50x (armor multiplier) 2.5x (absorption multiplier) | |
Duration:N/A | |||
Range:1.25 / 1.5 / 1.75 / 2 m | |||
Misc:
3 s (invulnerability duration) |
Info
- Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125 Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
- Damage reduction affects Overshield, Shield and Health.
- Warding Halo's Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
- Warding Halo's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)- As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
- Invulnerability duration is not affected by Ability Duration.
- Stagger radius is affected by Ability Range.
- While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
- Slash damage instances immediately affect enemies as they enter the stun radius.
- Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, Eximus energy drains and the speed reduction caused by the mucus of Tar-Mutalist MOAs are not resisted by Warding Halo.
- Cast animation of ~1 second is affected by Natural Talent and Speed Drift.
- Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
- Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100% Heat status effect, and making Nezha invulnerable for 1 second.
- Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
- Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
- Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
Augment
- Main article: Safeguard
Safeguard is a Warframe Augment Mod for Nezha that allows him to cast Warding Halo on allies, albeit with reduced durability.
SafeguardTips & Tricks
- Using Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
- Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
3 |
Parasitic Link Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus. Introduced in Update 19.5 (2016-12-22) |
Strength:10% / 15% / 20% / 25% (strength bonus) 10% / 15% / 20% / 25% (damage bonus) 20% / 30% / 40% / 50% (damage redirection) | |
Duration:30 / 35 / 45 / 60 s | |||
Range:24 / 28 / 34 / 40 m (ally link) 10 / 13 / 16 / 20 m (enemy link) |
Info
- Nidus expends a single Mutation stack to perform symbiosis with a targeted ally Warframe within 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again.
- Parasitic Link does not require line-of-sight to maintain connection between Nidus and his target.
- If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded.
- When linked with an ally Warframe, Nidus and his target both receive a 10% / 15% / 20% / 25% Ability Strength and a 10% / 15% / 20% / 25% weapon damage bonus. When linked with an enemy, the target is incapacitated for the duration while Nidus transfers 20% / 30% / 40% / 50% damage received to the target instead; all knockdown, stagger, and negative status effects are also transferred from Nidus to the enemy target.
- Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
- Modified Strength Bonus = Strength Bonus × (1 + Ability Strength)
- With a maxed Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI.
- Modified Ability Strength = (1 + Ability Strength) × (1 + Modified Strength Bonus)
- Modified Strength Bonus then increases Ability Strength multiplicatively, granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active.
- The Modified Strength Bonus is the same percentage for the linked ally. However, Modified Ability Strength's calculation will depend on the linked ally's own Ability Strength.
- Damage bonus is multiplicative to other damage buffs.
- Damage redirection is capped at 90%, achievable with an Ability Strength of at least 180%.
- Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while linked, but is not immune to damage and crowd control effects transferred from Nidus. All damage prevented by the external invulnerability are stored and dealt in full when the ability ends.
- Friendly fire is not transferred to the linked target.
- Can link to Overguarded enemies, however they will not be incapacitated and can still attack.
- Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
- Ability Synergy: While linked to a target, using Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus.
- Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance.
- Parasitic Link is a One-Handed Action and can be cast while in midair.
- Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color.
- Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active.
- When connected to another Nidus player, both players will use the Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.
Tips & Tricks
- Link with a nearby teammate or enemy for Virulence to create two lines from Nidus and the linked target. This effectively extends Virulence's reach, doubles its damage output, staggers enemies in its paths, collects more hits for stacks, and earns extra energy for the cost of one cast.
- Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies.
- Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length.
- Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast.
- Teammates with Warframes that possess high ability damage and Ability Strength-based effects are prime candidates for Parasitic Link.
- Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength.
- Enemies with high health and armor values such as Heavy Gunners can absorb a large amount of damage transferred from Nidus.
- As long as Nidus and his target are in range of each other, Parasitic Link's biochemical tether will help you visually track your positions.
- Before reviving a downed teammate, link with a nearby enemy to protect yourself from taking too much damage.
- Linking with an enemy caught by Larva causes it to become immune to damage from outside sources, which may hinder your crowd control ability because Larva will go through its full duration before you can recast it. Press 3 to manually deactivate the link, allowing you and your allies to kill the enemy to end Larva early for recast.
- This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like Blood Rush for best results.
- Maggots from Ravenous will ignore your linked enemy target. However, maggot explosions will still count as hits for the Mutation gauge even when they cannot damage the target. When you cast Parasitic Link on an enemy with maggots attached, the maggots will detach once the link is established.
- Parasitic Link can be cast on the Juggernaut, and though it will not immobilize the Juggernaut it will still transfer damage to it, bypassing the Juggernaut's normally-impenetrable armor.
- This can be done for most Boss enemies such as Acolytes, Kuva Liches, and Sisters of Parvos.
- Can be used to immobilize Synthesis target, instead of deploying Kinetic Siphon Trap. This also prevents the target from being killed, accidentally or not, provided Nidus himself is not under heavy fire.
- Parasitic Link can transfer negative Conduit Effects given in Disruption. For example, Energy Drain will drop from 5 energy per second to 1. This reduces, but does not negate, the threat of negative effects from conduits, should one fail.
2 50 |
Mesmer Skin Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost. Introduced in Update 23.5 (2018-08-24) |
Strength:3 / 4 / 5 / 6 (number of charges) | |
Duration:2 / 3 / 4 / 5 s (stun duration) | |||
Range:N/A | |||
Misc:
100% (reflected damage and status) |
Info
- Revenant surrounds himself in a shroud of Sentient energy that reflects 3 / 4 / 5 / 6 incoming enemy attacks; attackers receive 100% of the reflected damage and Status Effects, while also becoming stunned for 2 / 3 / 4 / 5 seconds. Upon consuming a charge, Revenant becomes invulnerable for 1 second. Mesmer Skin lasts until all charges are used.
- Number of reflect charges is affected by Ability Strength.
- Stun duration is affected by Ability Duration.
- Casting speed is affected by Natural Talent and Speed Drift.
- Invulnerability is not affected by mods.
- Number of remaining charges is displayed on the ability icon.
- For any non-integer the number of charges is rounded up to the next whole number. For example, 255% power strength = 15.3 charges, this is rounded to 16. However in game the maximum charges will display 15, with the 16th charge displayed as 0.
- Does make Revenant immune to self-stagger without costing a charge.
- Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
- Mesmer Skin converts knockdown from Shockwave MOA waves into a knockback.
- Mesmer Skin reflects damage from Scorpion and Ancient hookshots, as well as blocking their knockdown and pull effects.
- Ability Synergy:
- Enthrall costs no energy to cast on an enemy stunned by Mesmer Skin.
- While Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
- While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain a Mesmer Skin buff with 1 charge that lasts until used.
- Mesmer Skin does not nullify damage from Explosive Barrels or Environmental Hazards, although they will not use up a charge.
- However, Mesmer Skin prevents Revenant's health from reaching below 2, preventing him from dying.
- Can be recast while active to apply a new instance. Previously unused Mesmer Skin charges are removed during recast.
- Casting Mesmer Skin is a full body animation that interrupts grounded movement and other actions.
- Revenant visually grows a cluster of Eidolon tendrils on his left shoulder, emits fumes from his body and a shroud of white mist around his torso while Mesmer Skin is active. Allies that gain Mesmer Skin also exhibit these visual effects on their body.
- Eidolon tendrils and fumes color tinting are affected by Revenant's chosen Warframe energy color.
Augment
- Main article: Mesmer Shield
Mesmer Shield is a Warframe Augment Mod for Revenant's Mesmer Skin that increases its own Ability Strength and grant charges to allies within Affinity Range.
Mesmer ShieldTips & Tricks
- It is probably more beneficial to focus on Ability Strength, Ability Duration and Ability Range, rather than equipping Health and Shield mods on Revenant as Mesmer Skin provides high survivability.
- Casting while in air allows Revenant to maintain forward momentum while activating Mesmer Skin.
- When receiving the Ability Strength and Ability Range buff from Void Fissure missions, activate Mesmer Skin right before the buff ends. Avoid Nullifier Crewmen and other enemies with an ability nullifying field to take full advantage of the buffed Mesmer Skin. Additionally, if Mesmer Skin is activated and the buff is no longer active, the un-buffed Mesmer Skin value will replace the buffed Mesmer Skin value, even if the buffed value was greater.
Bugs
- Damage dealt by Nullifier Crewman with its null sphere intact does not use up Mesmer Skin charges. Damage is still mitigated completely.
- The remaining charge counter on the ability icon can sometimes disappear while the ability is still active, most prominently observed after performing Transference back into the Warframe.
- Charges can be modified into decimals, but the ability icon counter only displays whole numbers, including 0 which can be misleading.
- When using Rage or Hunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted.
2 50 |
Iron Skin Rhino hardens his skin, insulating himself from all damage. Introduced in Vanilla (2012-10-25) |
Strength:400 / 600 / 800 / 1200 (base health) ? / 1.25 / 1.75 / 2.50x (armor multiplier) | |
Duration:N/A | |||
Range:N/A | |||
Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration) |
Info
- Rhino hardens his skin, receiving Overguard with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by 250% is also added to Overguard. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the Overguard.
- During the 3 seconds period Rhino is still vulnerable to crowd control effects.
- Iron Skin's total health, before absorbing damage, is multiplicatively affected by Ability Strength.
- Iron Skin's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.- Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 240 Base Armor, Rhino Prime has 290 Base Armor.
- As an example for Rhino:
- With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
- Modifying that equation for Rhino Prime:
- With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
- Invulnerability duration is not affected by Ability Duration.
- Using Iron Skin will not stop the health damage taken in the Vampire Challenge of Nightmare Mode. However, Iron Skin will not be drained.
- Ability Synergy: While Iron Skin is active, damage from Rhino Charge will have a 100% status chance for Blast effects.
- For Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color. It is otherwise functionally identical.
Augment
- Main article: Iron Shrapnel
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as Puncture damage.
Iron ShrapnelTips & Tricks
- Ironskin can be removed early by:
- Entering the bubble of a Nullifier Crewman (Corrupted)
- Entering the aura range of Combas & Scrambuses
- Being dispelled by Stalker
- Falling out of the map.
- Host Migration
- With a Streamline or Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
- It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
- Using Rhino Charge with Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
- By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
- Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
- Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
- Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
Bugs
- Migrating hosts will completely remove Iron skin, regardless of the level it was at.
- If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
- Using Iron Skin while in a conveyor would make Rhino immovable.
1 25 |
Spellbind Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Introduced in Update: The Silver Grove (2016-08-19) |
Strength:N/A | |
Duration:10 / 12 / 14 / 16 s | |||
Range:1 / 3 / 3 / 5 m (area radius) 20 / 30 / 40 / 50 m (cast range) | |||
Misc: 100 % (status cleanse and immunity) | |||
Subsumable to Helminth |
Info
- Titania scatters enchanted dust in a 1 / 3 / 3 / 5 meter radius around the location she aims at, up to 20 / 30 / 40 / 50 meters away. Enemies within this area are disarmed, become unable to perform any action while in a ragdoll state, and weightlessly float in mid-air for 10 / 12 / 14 / 16 seconds. Titania and her allies caught within the dust cloud are cleansed from status effects and gain immunity to them for the duration of the ability. Holding down the ability key (default 1 ) casts the ability centered on Titania.
- Cast range and area radius are affected by Ability Range.
- Duration is affected by Ability Duration.
- Cast animation of 1 second is affected by Natural Talent and Speed Drift.
- Can be cast while moving, but will interrupt other actions such as reloading, charging or shooting.
- Status immunity is affected by Ability Duration.
- Status immunity also protects from crowd control effects (such as knockdowns and staggers), including the lock-out animation of Archwing and Razorwing when impacting a surface.
- After Spellbind expires, enemies previously armed with weapons cannot attack until they retrieve their weapons on the ground. Those that do not use weapons (such as the Infested) will recover quickly.
- Recasting on Titania or an ally will refresh the status immunity.
- Spellbound allies and enemies emit unique particle effects:
- Enemies visually emit energy butterflies fluttering about and an upward stream of energy stripes, both affected by Titania's energy colors.
- Allies visually emit energy butterflies fluttering about, affected by their own energy colors.
- Spellbind can be aimed at any surface, but will only allow you to use it if an enemy is within the predicted area of effect.
- Subsuming Titania to the Helminth will offer Spellbind and its augments to be used by other Warframes.
Augment
- Main article: Spellbound Harvest
Spellbound Harvest is a Warframe Augment Mod for Titania which lets her regain Energy and increases the next cast's Ability Range when hitting at least 4 enemies with Spellbind.
Spellbound HarvestTips & Tricks
- The status immunity granted by Spellbind also prevents Titania from being staggered when hitting surfaces in Razorwing. Holding the button down to activate Spellbind on yourself can be really helpful when flying through tight spaces.
4 25 +2.5-15/s |
Hysteria Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Introduced in Update 11.0 (2013-11-20) |
Strength:100 / 125 / 200 / 250 (damage) | |
Duration:N/A | |||
Range:N/A | |||
Misc:
1% / 2% / 4% / 5% (lifesteal) |
Info
- Overcome with rage, Valkyr unleashes a pair of energy talons, the Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters.
- Damage is distributed evenly between Impact, Puncture, and Slash.
- Wall attacks and slide attacks inflict 300 / 375 / 600 / 750 damage for each strike.
- Aerial attacks inflict 200 / 250 / 400 / 500 damage.
- Slam attacks inflict 300 damage within 5 meters.
- Attacks have a 200% critical multiplier with a 50% critical chance and a 10% status chance. Additionally, Valkyr is healed for 1% / 2% / 4% / 5% of the total melee damage she inflicts.
- Damage is affected by Ability Strength, most mods and buffs, but not the melee combo counter.
- Heavy Attacks however are still affected by the melee combo counter normally.
- As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. - The mods that can be equipped on and affect Valkyr Talons include:
- damage (e.g., Steel Charge)
- physical damage (e.g., Jagged Edge)
- elemental damage (e.g., Shocking Touch)
- faction (e.g., Smite Corpus)
- critical chance and damage (e.g., True Steel and Organ Shatter)
- Status chance (e.g., Melee Prowess and Vicious Frost)
- attack speed (e.g., Fury and Berserker Fury)
- range (e.g., Primed Reach)
- Condition Overload
- Healing Return
- Relentless Combination
- Shattering Impact
- While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
- Range mods do not affect the radius of slam attacks.
- Valkyr Talons can not be equipped with Melee Combo Counter Mods (except Drifting Contact), Acolyte Mods (e.g., Blood Rush), or Amalgam Mods (e.g. Amalgam Organ Shatter).
- Riven Mods are not generated for Valkyr Talons.
- The combo counter will reset when equipped with Xoris.
- Hysteria's combo counter decay is affected by Power Spike.
- Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
- The damage composition of a ground finisher is the same as a modified normal attack; however, Impact damage from ground finishers is multiplied by 125%.
- The finisher multipliers for both attacks are affected by Finishing Touch.
- Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
- Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
- For example, a maxed Life Strike and a rank-3 Hysteria will yield
Base Lifesteal + Lifesteal Mods = 5% + 20% = 25% lifesteal on heavy hits. - Lifesteal is not affected by Ability Strength.
- For example, a maxed Life Strike and a rank-3 Hysteria will yield
- While active, Valkyr becomes immune to all damage and status effects.
- Status immunity includes crowd-controlling effects such as staggers, and Nauseous Crawler paralysis.
- Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
- Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
- Valkyr is not immune to Commander teleportation, Regulator minimap disruption, Cryo Floors, Tar-Mutalist MOA slows, or Swarm-Mutalist MOA screen hazing.
- Status immunity includes crowd-controlling effects such as staggers, and Nauseous Crawler paralysis.
- Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have line-of-sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact damage.
- The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. It cannot be reduced below 5 meters under any circumstances.
- Damage percentages are not affected by Ability Strength.
- Aura radius is not affected by Ability Range.
- Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
- The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
- Stored damage dealt bypasses shield gating and can kill instantly if too large.
- This is currently bugged, and shield gate will block the damage.
- Stored damage is reset upon swapping weapons.
- Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
- Since enemies need line-of-sight, invisibility prevents the damage.
- After activation, a percentage counter will appear on the ability icon. The percentage increases to 100% over the course of 40 seconds.
- Hysteria consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
- Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
- Valkyr cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, Energy Nexus, Dreamer's Bond, and/or Wellspring while Hysteria is active.
- Energy Orbs, Orokin Void Death Orb's energy restores, Spellbound Harvest, Arcane Energize, and Emergence Dissipate's Energy Motes can still replenish Valkyr's energy during Hysteria.
- Hysteria's energy drain is not converted into shields by Augur Mods.
- Hysteria consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
- Hysteria is affected by and can trigger Warframe arcanes, Exodia Might , and Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
- While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
- Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
- Has a cast time of 1 second, affected by Natural Talent.
- Hysteria's attacks can damage enemies across the Rift Plane.
- Some of the passives of the 2 Incarnon melee weapons work on Hysteria.
Weapon
- Main article: Valkyr Talons
Valkyr Talons are Valkyr and Valkyr Prime's signature Exalted Weapon, summoned by activating the ability Hysteria. The weapon exclusively uses the Hysteria stance.
- This weapon deals equal physical damage.
- Innate and two polarities.
- Negates the infinite combo extender of Xoris, resetting combo count on activation.
Advantages:
- Tied with Desert Wind for the highest critical chance of all melee weapons.
- Innate 5% lifesteal.
- Very high attack speed.
Disadvantages:
- Low status chance.
- Short range.
- Requires energy to activate and keep active.
- Damage isn't affected by the combo counter.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Warframe, Melee, or Robotic Weapons, and not on the Exalted Weapon itself).
- Cannot equip Melee Combo Counter Mods (except Drifting Contact), Acolyte Mods (e.g., Blood Rush), or Amalgam Mods (e.g., Amalgam Organ Shatter).
- Cannot equip Melee Arcane Enhancements.
Stance
- Main article: Hysteria (Stance)
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral (While Not Moving) |
Fervor | 315.8%/s | 2.9s | ||||||||||||||||||||||||
Forward (While Moving) |
Rage | 235.3%/s | 1.7s | ||||||||||||||||||||||||
Forward Block (While Blocking & Moving) |
Madness | 416.7%/s | 3.6s | ||||||||||||||||||||||||
Block (While Blocking) |
Delirium | 416.7%/s | 2.4s | ||||||||||||||||||||||||
Heavy (Heavy Attack) |
Rise From Ashes | 500.0%/s | 2.0s | ||||||||||||||||||||||||
Slide (While Sliding) |
Launching Spring | 2250.0%/s | 0.8s | ||||||||||||||||||||||||
Aerial (While In Air) |
One Point | 620.7%/s | 1.4s | ||||||||||||||||||||||||
Wall (While Wall Latching) |
Through Strike | 176.5%/s | 1.7s | ||||||||||||||||||||||||
Finisher (On Knocked Down Enemy) |
Roaring Drums | 4153.8%/s | 1.3s | ||||||||||||||||||||||||
Slam (Looking At Ground While In Air) |
Slam Attack | 461.5%/s | 0.7s | ||||||||||||||||||||||||
Default "Sweep" Attack • 360°/Spin Attack • Direct Slam Attack • Radial Slam Attack • Ranged Attack • "Thrust" Attack View Full Legend
View Full Legend
|
Augment
- Main article: Enraged
Enraged is a Warframe Augment Mod for Valkyr's Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed.
- Main article: Hysterical Assault
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr that allows her to pounce onto enemies while in Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief Invulnerability when switching off her Valkyr Talons while in Hysteria.
Hysterical AssaultTips & Tricks
- There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
- Turning 'Color Correction' off in Options > Display can alleviate this issue.
- Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
- This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
- It's preferable to use Steel Charge over Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
- Even with Steel Charge equipped, using Power Drift will still add more damage than Coaction Drift.
- It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
- Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
- Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
- This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
Bugs
- Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
- Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
- If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
2 25 |
Merulina Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage. Introduced in Update 30.5 (2021-07-06) |
| |||||||||
Info
- Yareli expends 25 energy to summon her faithful aquatic creature from the watery depths and rides aboard Merulina after it emerges. Upon activation, the board is Invulnerable for 4 seconds, during this time all incoming damage it takes is added to its total health. While riding Merulina, Yareli switches her combat and movement controls to K-Drive controls; aboard her transport, Yareli unholsters and only wields her equipped secondary weapon, becomes immune to Ragdoll and resists Stagger and Knockdown from most sources. Yareli may manually dismount from Merulina for 0 energy cost by pressing the ability key again (default 2 ), press or hold and release the quick melee attack key (default E ), or hold and release the interact key (default X ) to despawn it and switch back to normal Warframe controls.
- Yareli is Invulnerable for 1.5 seconds when dismounting manually or on Merulina's destruction.
- She is immune to K-Drive ragdoll effects from dismounting Merulina, does not eject off from failing K-Drive board grabs and flips, nor from strong impact collisions with the environment and obstacles.
- She will resist self-stagger effects inflicted by her equipped area-of-effect secondary weapons, as well as knockdown effects from enemies such as Grineer Heavy Gunner, Shield Lancer, Scorpion, Corpus Shockwave MOA, Laser Barrier, Infested Ancients, and Arson Eximus units.
- Merulina is immune to the slowing effect of a Hobbled Dragon Key.
- She is able to collect Pickups such as orbs and ammo.
- She is able to use selective Gear items such as equipping the Codex Scanner or deploying Team Bonus Consumables.
- She can also initiate interaction (default X ) with some entities and Objects such as opening doors and lockers, using elevators, picking up/inserting a datamass, picking up Ayatan Star/Sculptures and Granum Crown, Hacking consoles, activating Survival Life Support Capsules, etc.
- Attempting to revive an ally in Bleedout forces Yareli to dismount when the interact key is pressed.
- Interacting with objects requires Reload with Context Action Input enabled otherwise you will dismount.
- She is able to perform Transference while aboard Merulina. This will not cause her to dismount.
- Merulina is Yareli's personal deployable vehicle that possesses unique attributes and K-Drive maneuvers:
- Merulina has a base Health pool of 3,000 / 4,500 / 6,000 / 7,500 health points that protects Yareli's hitpoints by absorbing 90% of incoming enemy damage in her stead. The ability lasts indefinitely until its health pool fully depletes, or Yareli dismounts or falls out of bounds. Upon destruction, Merulina prevents the damage from the last lethal hit from spilling over to Yareli's hitpoints.
- Merulina's health pool is not affected by Damage Reduction from abilities and mods such as Total Eclipse and Adaptation.
- However, Adaptation stacks can still be accumulated while riding Merulina.
- Merulina cannot be healed by conventional means, such as picking up Health Orbs and triggering Arcane Enhancement effects.
- While active, Merulina's health indicator is displayed above Yareli's ability icons. The UI element consists of Merulina's animated portrait on the left, the current numeric total of remaining health points on the right, and a health bar at the bottom that drains from left to right.
- Merulina's health pool is not affected by Damage Reduction from abilities and mods such as Total Eclipse and Adaptation.
- Merulina's hidden K-Drive stats include:
- Move Speed of 18 meters per second and Boost Speed of 21 meters per second
- Jump Height of 3 meters and Double Jump Height of 12 meters.
- Jump Charge Time of 1.25 seconds and Charged Jump Height of 17 meters.
- Merulina is not affected by K-Drive mods, including those equipped on a custom-built K-Drive in Yareli's Vehicle tab in the Arsenal screen.
- Merulina gradually loses a percentage of health per second when Yareli is within an ability nullifying sphere created by special enemies, such as the Nullifier Crewman.
- Merulina's colors can be customized via its own Appearance tab in the Arsenal screen, once the ability is unlocked on Yareli at Warframe Rank 3.
- Energy colors on Merulina will instead match the chosen selections in Yareli's Appearance tab.
- Merulina visually appears as an Infested aquatic creature with physical characteristics commonly found in real world stingrays (flat body with flaps and tail), Portuguese man o' war (translucent membranes, multiple stingers), and crustaceans (spiked chitinous carapace). The creature's frontal beak, fin flaps, and tails use cloth and jiggle physics, allowing them to sway along to Yareli's movement. The bioluminescent central cavity holds flowing liquid in motion that glistens and shimmers to the light.
- Merulina produces liquid splashes and bubbles beneath its belly as it moves and lands on surfaces.
- Merulina audibly makes chirping and gurgling creature sounds while Yareli is riding on it and performing K-Drive tricks.
- Merulina's dash can be used on the ground, while in midair, and during casting animations to quickly reposition and break free from falling.
- Each dash triggers a short cooldown before another can be performed.
Action | PC | PSN | Xbox | NSW |
---|---|---|---|---|
Dash | Tap LShift | Tap L1 /LB | Tap LB | Tap L |
- When moving at cruising or boosted speed (default hold LShift ) with enough momentum, Yareli aboard Merulina can slide through some environmental barriers such as small railings, and surf on top of Defense Objects such as the Warframe Cryopod and Excavator.
- Merulina can ollie and double jump (default Spacebar x2) to reach greater heights than Warframes' jumping.
- Double jump can be performed after a charged jump (default hold and release Spacebar ).
- Landing directly on top of an enemy from any height with Merulina inflicts 1,000 Impact damage and knockdown.
- Performing a K-Drive slam shockwave (default while in midair, tap + tap and hold down LCtrl ) causes Yareli to dive toward the ground, emitting a 2 meter expanding shockwave on landing that inflicts 5 Impact damage with a status chance to all enemies inside, causing guaranteed heavy knockdown and knockback away from the impact point.
- Merulina is able to surf on some allied summoned objects, such as Frost's Snow Globe.
- Ability Synergy:
- Merulina's innate K-Drive drifting momentum helps activate and sustain Yareli's Critical Flow passive.
- Yareli performs her other abilities' casting animations without stopping her movement while aboard Merulina.
- Sea Snares' casting animation is faster while aboard Merulina.
- Surging Blades costs 0 energy to cast while aboard Merulina.
- Cannot be cast if spacing around Yareli is obstructed. Merulina will self-destruct if Yareli attempts to mount it while she is standing in an out-of-bounds zone, usually below the playable area of a mission such as the pillar protrusions in the Simulacrum.
- Mounting and dismounting from Merulina are full-body animations that carry forth Yareli's momentum while stopping other actions.
- Yareli visually leaps gleefully into the air as she spins counterclockwise, summoning Merulina beneath her as they land onto the ground with a splash.
- When performing a moving dismount from Merulina, Yareli hops off spinning clockwise and lands several meters away, while creating a splashing wave for Merulina to dive forward back into the abyss.
- When dashing with Merulina, various animations play for Yareli depending on the input direction:
- Without moving, she twirls clockwise as she lands back onto Merulina's back.
- While moving, she holds onto Merulina as they launch forward, flipping upside down and returning upright similar to a Bullet Jump.
- While moving backward, she recoils raising both her hands up with open palms.
- Subsumed abilities injected into Yareli via the Helminth system can not be cast while aboard Merulina.
- Developers noted that due to the amount of new custom animations required for this to function properly, this interaction will remain unchanged for the foreseeable future.
Augment
- Main article: Merulina Guardian
Merulina Guardian is a Warframe Augment Mod for Yareli's Merulina that causes enemies killed while affected by Sea Snares to heal Merulina and grant increased Reload Speed and Fire Rate to secondaries for a duration.
Merulina GuardianTips & Tricks
- While Yareli herself is rather fragile, Merulina vastly improves her survivability. Deploying her during a fight, even when standing still, makes Yareli deceptively durable.
- Bringing a secondary weapon with good crowd control and not dependent on accuracy, such as Atomos and her signature Kompressa, can compensate for the disabled primary and melee capabilities while riding Merulina.
- Akarius is also a viable sidearm while riding Merulina due to its homing ability, its reload speed increase while moving, and because Yareli can resist knockbacks from explosions while riding.
- Riding Merulina counts in Nightwave challenges involving K-Drives, though she should take down enemies with her equipped secondary weapon and not with her abilities.
- Unlike most sources of healing, Blood Altar will work with Merulina, providing healing even over the initial total health
- On mouse and keyboard, steering on Merulina with mouse is much more precise than using movement keys
Bugs
- Gameplay
- Cannot trigger Arcane Pulse while aboard Merulina.
- Yareli can fall through a moving elevator while riding on Merulina.
- Yareli on Merulina can be slowed down by bumping her head on doorframes in older Tile Sets such as Corpus Outpost and Grineer Galleon as she moves through them at any speed.
- Yareli's Critical Flow passive does not activate when falling from heights aboard Merulina, while it works when Yareli is on foot.
- Yareli aboard Merulina is incapable of picking up Resurgence Tokens in Arbitrations and Index Points in The Index without crouching.
- Yareli aboard Merulina is able to stand on Frost's Snow Globe.
- Performing a mercy finisher while on Merulina will occasionally completely disable the ability to shoot, reload, or use abilities until her secondary weapon is swapped off of for a few seconds.
- In rare instances on the Corpus Ship tileset, dismounting Merulina close enough to the ceiling of some hallways can cause Yareli to be placed out of bounds.
- Yareli aboard Merulina counts as separate unit.
- Any affinity gained while on Merulina is shared to yourself as if an ally killed the enemy.
- Damage numbers from procs or other delayed attacks that would have been dealt while on Merulina disappear after dismounting.
- Menus
- Visuals
- Playing as client, Yareli does not play an animation when picking up an object such as datamass or excavator power core.
- Activating Life Support Capsules and hacking a console will trigger the latest ability cast's animation.
- Yareli on Merulina inside Limbo's Rift Plane does not show the Rift overlay effect on the player's screen.
- Playing as client, Yareli does not play an animation when picking up an object such as datamass or excavator power core.
- Abilities that provide conditional prevention
For example, self-stagger is prevented if a player stands on Oberon's Hallowed Ground or shoots behind Volt's Electric Shield.
2 50 |
Tectonics Summon a rock-wall, activate again to send the rocks crashing towards the enemy. Introduced in Update 17.5 (2015-10-01) |
Strength:2850 / 3150 / 3450 / 3750 (base health) 1 x (health multiplier to Slash damage) 250 / 300 / 350 / 500 (explosion Puncture damage) 150 / 300 / 450 / 600 (roll Impact damage) | |
Duration:N/A | |||
Range:3 / 3 / 4 / 5 m (explosion radius) | |||
Misc:
5 x (armor multiplier) |
Info
- Reshaping the surrounding terrain, Atlas expends 50 energy to erect a Bulwark made of stone with a base health of 2850 / 3150 / 3450 / 3750 and additional health equal to 500% of Atlas' modded armor. Upon activation, the bulwark is Invulnerable for 1 / 2 / 3 / 4 seconds; incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health. After the invulnerability phase, whenever the Bulwark receives damage, the amount of health lost multiplied by 1 times is converted into Slash damage and inflicted on all enemies within ? meters from the Bulwark. Atlas can maintain only 1 bulwark at a time.
- The bulwark's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage. - For example, with a maxed Steel Fiber and Intensify, rank-3 Tectonics will produce a bulwark with an initial health of
(3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.
- The bulwark's health uses the following expression when accounting for Ability Strength:
- While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar.
- Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period.
- Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600 Impact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500 Puncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters.
- Enemies affected by the rolling damage are ragdolled.
- The explosion damage does not bypass obstacles in the environment and diminishes with distance.
- Ability Synergy: Casting Petrify on the Bulwark hardens it into a Petrified Bulwark. Boulders created from Petrified Bulwarks gain 200% rolling velocity and have their rolling distance increased to 30 meters. They also inflict 200% bonus damage on rolling and explosion damage.
- Bulwarks and Boulders become silver-colored and metallic when petrified.
- As the 3 bulwarks created by Tectonic Fracture cannot become boulders, Petrify has no effect on them.
- Casting Petrify on a moving boulder will not grant it bonuses.
- While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms.
- Bulwarks and Boulders have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed.
- Enemies will attack the Bulwark if it obstructs their path. Though some enemies may simply run up against it.
- Upon transforming the Bulwark into a Boulder, Tectonics can be recast immediately to create a new Bulwark.
- The Bulwark will spawn on the same elevation as Atlas, but the bulwark does have gravity and will fall down if created in the air or without a surface directly underneath it.
- Casting and reactivation duration of 1 second are affected by Natural Talent and Speed Drift.
Augment
- Main article: Tectonic Fracture
Tectonic Fracture is a Warframe Augment Mod for Atlas that modifies Tectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.
Tectonic FractureTips & Tricks
- Can completely block off narrow enough areas or chokepoints from enemies without limiting the movement of allies.
- The Boulder can be used to push down long corridors, but care should be taken when aiming as the Boulder will detonate when it hits a side wall or standing obstacle.
- The Bulwark's cover can assist in reviving allies who have fallen to a frontal threat.
- Note that Bulwark's protection is less effective against enemy AoE attacks.
- Enemies will not change their motion to sidestep a rolling Boulder. This makes the boulder very effective against lines of charging foes.
- Although it does not boast above average threat level, The Bulwark can be used to draw fire away from the player as long as it is closer to the enemy than the player is.
- This is most effective against fast and threatening melee attackers like Thrax Centurions or many infested, which can often force the player into the air to avoid them. Placing a Bulwark can completely halt this attack provided these enemies get close enough to start attacking it instead.
- Thrax Centurions specifically can be completely neutralized by placing a wall as, for unknown reasons, they will focus on the wall but not attack it. This potentially means they can be indefinitely taken out of the fight as long as the wall is not destroyed or recast.
3 50 |
Snow Globe Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength. Introduced in Update 6.0 (2013-01-29) |
Strength:5x (armor multiplier) 1500 / 2500 / 3000 / 3500 (base health) | |
Duration:N/A | |||
Range:5m (radius) | |||
Misc:
1 / 2 / 3 / 4 s (invulnerability duration) |
Info
- Frost expends 50 Energy to creates a protective globe of ice with a radius of 5 meters, a base health of 1500 / 2500 / 3000 / 3500, and additional health equal to 500% of Frost's base armor bonuses. Upon activation, the globe is invulnerable for 1 / 2 / 3 / 4 seconds. Incoming damage that is absorbed during the invulnerability period is converted into health and added to the globe's health.
- Snow Globe's health uses the following expression when accounting for Ability Strength:
Modified Health = { Base Health + Armor Multiplier × [ Frost's Base Armor × (1 + Base Armor Bonus) + Additional Armor) ] } × (1 + Ability Strength) + Absorbed Damage- For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of
{ 3500 + 5 × [ 300 × (1 + 1.1) ] } × (1 + 0.3) = 8,645 before converting absorbed damage.
- For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of
- While active, a health counter becomes visible on the ability icon that tracks the health percentage of the most recently placed Snow Globe from 100% to 0%.
- Frost and his allies do not contribute to Snow Globe's health gain by shooting the globe during the invulnerability period.
- Snow Globe's health uses the following expression when accounting for Ability Strength:
- Upon activation, Snow Globe freezes enemies within its radius over a duration of 3 seconds while violently pushing them outwards. If the enemies hit obstacles, they can be dealt as much as 50% of their maximum health as True damage. Enemies that enter the globe will have their attack/movement speed reduced by 40% / 50% / 60% / 67%.
- Most gunfire, both friendly and hostile, is blocked from entering the globe (gunfire can exit the globe normally). Abilities that are not area-of-effect in nature (e.g., Shuriken) are blocked as well.
- Snow Globe will not block direct-targeted attacks, such as Soul Punch, Shock, and Smite. It will block attacks with punch through, but not Railgun MOA projectiles.
- Snow Globe can be recast multiple times, but there are restrictions on the number of globes that can be created in the environment.
- A maximum of 4 separate Snow Globes can be cast at any given time. Casting Snow Globe after reaching the maximum will remove the oldest globe.
- Casting Snow Globe while inside an existing globe will remove the older globe and combine the total remaining health values of both globes for the newer one. The invulnerability period is reactivated for each cast.
- Snow Globes created inside existing globes do not count toward the maximum number of instances, and Snow Globe's health can stack with repeated casts until reaching a maximum combined health of 1,000,000.
- Ability Synergy: Casting Freeze onto the exterior of a globe will destroy it, triggering an icy explosion that deals Freeze's base Cold area damage in an area of effect.
Augment
- Main article: Chilling Globe
Chilling Globe is a Warframe Augment Mod for Frost that gives Snow Globe a chance to temporarily freeze enemies solid that enter its range.
Chilling GlobeTips & Tricks
- Maximized Ability Strength along with Steel Fiber and Armored Agility will add up to a total health of 26,386.75 (using Arcane Squall Helmet and Arcane Guardian is recommended, because they increase Snow Globe's health even further).
- Place over a cryopod in defense missions to shield it from all incoming fire.
- Maximized Ability Duration will reduce the globe's radius to 1.7 meters, allowing the globe to protect a cryopod without obstructing friendly fire.
- Maximized Ability Range will create a snow globe that can cover large areas, making it ideal for slowing down large numbers of enemy units or melee-oriented Bosses. Bear in mind however that this strategy runs the risk of incapacitating players wielding explosive weapons, and generally makes it difficult for players outside the globe from attacking enemies inside it. As such, use this strategy at your own discretion.
- When a teammate is downed, place a Snow Globe over them to protect you while reviving.
- When facing a boss with ranged attacks, do not place a Snow Globe on it. Instead, place it where your team is to protect them from incoming damage.
- The particle effect inside the globe can distract players' vision. Having a black energy color will remove this particle effect entirely, allowing better vision inside the globe.
- Recasting the ability after 4 seconds while remaining inside the Snow Globe will allow to sustain an impenetrable Snow Globe, that will grow stronger and stronger. This is due to the fact that it absorbs the enemy fire into its health and adds this health to the next Globe, as long as it is cast inside the first one.
- Particularly useful in T4 Defense, since the enemies will quickly reach a level where it does not matter how much base health your Snow Globe has.
- Snow Globe's ability to temporarily freeze and push away enemies can be an effective way to rapidly clear a large safe area to revive teammates or remove enemies attacking a defense objective.
- Using Freeze to detonate a Snow Globe can also be done while inside another globe. This will not affect the globe you are in. If multiple globes overlap, it is possible to shatter a globe which protrudes into another globe by aiming at the part inside your globe.
- It is possible to detonate the Snow Globe that you are in in some Corpus or Void missions by bouncing Freeze off the Bubble of a Nullifier Crewman.(Results May be unpleasant)
Bugs
- While using Helios, the Deconstructor projectile can be caught outside the globe and will not return to Helios unless Helios exits the globe.
- The globe can sometimes push enemies through walls and could soft-lock the game if the target is required. This has a higher chance of happening if the enemy is touching a wall.
4 75 +3-5/s |
Mass Vitrify Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward. Introduced in Update 22.0 (2017-10-12) |
Strength:20% / 30% / 40% / 50% (Damage Vulnerability) 500 / 750 / 1000 / 1600 (ring segment base health) 500 / 600 / 700 / 800 (segment explosion damage) 5x (armor multiplier) | |
Duration:2 / 2.25 / 2.75 / 3 s (expansion time) 10 / 12 / 14 / 16 s (effect duration) | |||
Range:2 m (ring initial radius) 3 m/s (ring expansion rate) 8 / 8.75 / 10.25 / 11 m (ring max radius) 8 / 10 / 12 / 15 m (explosion range) | |||
Misc:
3 m (ring initial height) |
Info
- Gara expends 75 Energy and coats herself in a shell of hardened glass, becoming immobile and Invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands horizontally at a rate of 3 meters per second over 2 / 2.25 / 2.75 / 3 seconds, up to a maximum horizontal radius of 8 / 8.75 / 10.25 / 11 meters. Ring expansion initially drains 3 energy per second, which ramps up to 5 energy per second over the course of expansion. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
- Molten glass bypasses all entities, obstacles, and terrain as it expands.
- When the molten glass ring is created, its base is aligned with Gara's feet to ensure that the initial ring height is about Warframe height.
- Ring height expands downward much faster than ring horizontal radius, reaching full height before expansion time completes.
- Mass Vitrify's glass undergoes two distinct phases with diverse effects on Gara, allies, and enemies:
- Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for 10 / 12 / 14 / 16 seconds. Crystallized enemies receive 20% / 30% / 40% / 50% Damage Vulnerability. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
- Crystallize converted health is affected by both Ability Strength and Armor mods such as Steel Fiber equipped on Gara.
- If Gara or allies are affected by a Radiation proc, allies may also be vitrified. This includes Sortie Defense Operatives, Syndicates Operatives, and Kavor Defectors in addition to fellow Tenno.
- On death, crystallized enemies shatter into glass with visual and sound effects.
- Barrier segment health uses the following expression:
Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health- With a maxed Steel Fiber and Intensify a wall segment would have
(1600 + 5 × (150 × (1 + 110%))) × (1 + 30%) = 4,127.5 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
- With a maxed Steel Fiber and Intensify a wall segment would have
- Minimum Health added from each enemy affected by the crystallization phase is
Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) - Maximum Health added is
Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10- Whichever formula results in a greater value is used for health added.
- During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
- The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
- Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
- Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
- Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
- Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
- Ability Synergy:
- If Gara strikes her own Mass Vitrify glass barrier with Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and 500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface, as well as all enemies inside the barrier.
- Shattered Lash's damage is affected by equipped melee mods including:
- Damage (e.g., Steel Charge and Pressure Point)
- Puncture and Slash damage (e.g., Sundering Strike and Jagged Edge)
- Elemental damage (e.g., Shocking Touch)
- Augments (e.g. Bright Purity) and Rivens that add any of the aforementioned stats
- Manticore's damage bonus.
- Shattered Lash is not affected by critical chance and critical multiplier mods (e.g., Organ Shatter and True Steel), status chance mods (e.g., Drifting Contact), melee range mods (e.g., Reach), and faction-specific mods (e.g., Smite Grineer).
- Shattered Lash is not affected by the equipped melee weapon's stats and innate effects.
- Resulting explosion has infinite punch through throughout its entire effective range and can hit enemies behind walls.
- Mass Vitrify's total damage uses the following expression when accounting for Ability Strength:
Total Damage = [Shattered Lash Base Damage × (1 + Base Damage Bonus) × (1 + Ability Strength)] + [Mass Vitrify Explosion Damage × (1 + Ability Strength)].- As an example, with a maxed Steel Charge, Pressure Point, and Intensify, a rank-3 Mass Vitrify will have (800 × 2.8 × 1.3) = 2,912 Puncture or Slash damage + (800 × 1.3) = 1,040 damage = 3,952 total damage before resistances.
- Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
- Shattered Lash's damage is affected by equipped melee mods including:
- Absorbed damage is also affected by equipped melee mods including:
- Base damage (e.g., Steel Charge), elemental damage, and physical damage mods.
- As Shattered Lash's damage is not comprised of Impact damage, physical damage mods that affect Impact have no effect on absorbed damage for Splinter Storm.
- Absorbed damage is calculated after additional damage from mods.
- Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
- Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
- Initial casting animation and release animation are affected by casting speed, from mods such as Natural Talent and Speed Drift.
- Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
- Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
- As with most abilities, if a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
Tips & Tricks
- While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as Arcane Blade Charger, Arcane Fury, Arcane Arachne and Mods like Steel Charge and Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like Proton Snap, Boreal's Contempt, and Nira's Contempt, Syndicate mods Blade of Truth, Justice Blades, and Toxic Blight, Corrupted Mods Spoiled Strike and Corrupt Charge, also Melee damage buffs from Melee weapons like the Lesion synergizing with Mass Vitrify.
- For this offensive purpose, Gara players can opt to eschew Ability Duration to either further augment Range and Efficiency (by, for example, equipping Fleeting Expertise) or to increase Ability Strength. As this may entail reducing the effectiveness of either Spectrorage or Splinter Storm, Helminth may replace one of them for a damage-increasing ability such as Rhino's Roar, Mirage's Eclipse, Mesa's Shooting Gallery, Helminth exclusive Empower. Arcanes like Molt Augmented, Molt Vigor and Pax Bolt Operator abilities Sling Strength and Hardened Wellspring and Archon Shard Crimson Archon Shard can augment Shattered Lash's base damage which, in turn, will also increase Mass Vitrify's shrapnel explosion.
- While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as Arcane Blade Charger, Arcane Fury, Arcane Arachne and Mods like Steel Charge and Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like Proton Snap, Boreal's Contempt, and Nira's Contempt, Syndicate mods Blade of Truth, Justice Blades, and Toxic Blight, Corrupted Mods Spoiled Strike and Corrupt Charge, also Melee damage buffs from Melee weapons like the Lesion synergizing with Mass Vitrify.
- A defensive play style with Gara can be effective taking into consideration that Mass Vitrify scales with enemy armor values. The more enemies caught inside the ring, the stronger the glass walls and effectively CC'ing a large area. This can be strong enough to stop very high level Demolisher and Acolytes if enough enemies are vitrified inside the ring. The Armor value of Mass Vitrify is displayed with an icon onscreen, and can be boosted with Armor boosting Arcanes Arcane Ultimatum, Arcane Tanker, Arcane Guardian, Operator Focus skill Stone Skin Helminth ability Parasitic Armor, Chroma's Cold Elemental Ward and Vex Armor, Oberon's Renewal synergy with Hallowed Ground, Wukong's Defy, Mods like Mecha Pulse.
- Synergizes well with Magus Anomaly to bring in a group of enemies to vitrify and build stronger walls. Scaling infinitely. Perfect for choke points.
- A defensive play style with Gara can be effective taking into consideration that Mass Vitrify scales with enemy armor values. The more enemies caught inside the ring, the stronger the glass walls and effectively CC'ing a large area. This can be strong enough to stop very high level Demolisher and Acolytes if enough enemies are vitrified inside the ring. The Armor value of Mass Vitrify is displayed with an icon onscreen, and can be boosted with Armor boosting Arcanes Arcane Ultimatum, Arcane Tanker, Arcane Guardian, Operator Focus skill Stone Skin Helminth ability Parasitic Armor, Chroma's Cold Elemental Ward and Vex Armor, Oberon's Renewal synergy with Hallowed Ground, Wukong's Defy, Mods like Mecha Pulse.
- Enemies Vitrified, take 50% more damage from all sources.
- Mass Vitrify will refresh Allies Splinter Storm timers if they are passing through while Mass Vitrify is cast.
Bugs
- Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
- Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
- Operators that come into contact with the ring while it's expanding are slowed down.
1 25 |
Dread Mirror Rip the life force from an enemy and use it as a shield that captures damage. Charge to channel the captured damage into an explosive projectile. Introduced in Update 24.0 (2018-11-08) |
Strength:1 / 1.5 / 1.75 / 2 x (damage capture multiplier) | |
Duration:13 / 15 / 18 / 20 s (mirror duration) | |||
Range:30 m (pounce range) 6 / 7 / 8 / 10 m (explosion radius) | |||
Misc:
8 m (stagger radius) |
Info
- Garuda expends 25 Energy to leap into the air to pounce at an enemy target within 30 meters, Staggering all enemies within an 8 meter radius on landing while violently slashing the victim with her talons to inflict Knockdown. The victim is instantly killed if its health was at or below 40% when Dread Mirror was cast.
- Garuda must have sufficient space to land next to the victim to cast this ability.
- Garuda is invulnerable while charging.
- Dread Mirror's knockdown effect can forcefully interrupt some otherwise uninterruptible enemy attacks, such as the Battalyst's omnidirectional laser phase.
- Enemies with Overguard cannot be targeted until their Overguard is removed.
- Once Garuda strikes the victim, she rips its lifeforce out to conjure a Dread Mirror in front of her for 13 / 15 / 18 / 20 seconds. The mirror is a large hovering invulnerable frontal shield that reorients itself to face the player's camera direction. All incoming enemy ranged and melee attacks are blocked by the mirror on contact, while the damage is absorbed into the Dread Heart beating above the mirror's frame; incoming enemy damage is first multiplied by 1 / 1.5 / 1.75 / 2 times then absorbed by the heart. The heart lingers indefinitely until Garuda throws it.
- 10% of the victim's maximum health is absorbed as initial damage for the heart when Garuda strikes the target.
- Maximum health is considered from health classes (e.g. Cloned Flesh, Flesh, etc.), not shield/armor classes.
- If the victim is instantly killed, the health absorbed is increased to 20%.
- Minimum health threshold is 1000. Meaning, target's maximum health for damage capture will be considered as 1000 if the actual value is lower than this threshold.
- The victim receives damage equal to 10% of their maximum health as Slash damage, but these rules apply:
- The damage does not bypass Armor and Shield. It will be reduced by damage reduction from the Armor and deal to Shield before health, just like other typical damages.
- While the damage is calculated from Health, the instant kill threshold of 40% will be considered from a combination of Health and Shield, regardless of Armor.
- Enemies that touch the mirror will take 100 Impact damage and stagger backwards away from Garuda. Rolling towards enemies will Ragdoll them.
- Mirror contact damage is not affected by mods.
- This damage is also absorbed into the Dread Heart.
- The mirror hits once when Garuda strikes the victim, absorbing one instance of contact damage, unless they are instantly killed.
- Damage absorbed is displayed in a numeric value above the heart.
- Dread Mirror lasts until it expires or the Dread Heart is thrown, while the Dread Heart will persist until thrown, even after the mirror disappears, and can absorb damage from multiple Dread Mirrors indefinitely.
- The mirror can block some directional area of effect abilities, such as Profit-Taker's EMP Slam and Laser Sweep, but not others such as a Heavy Gunner's ground slam or any of the massive Eidolon area of effect attacks.
- Mirror can also prevent knockdown, but not knockback, from Profit-Taker's Repelling Shields.
- 10% of the victim's maximum health is absorbed as initial damage for the heart when Garuda strikes the target.
- While the Dread Heart is floating above Garuda, holding down the ability button (default 1 ) causes Garuda to grasp the heart in her talons and drain 50 Energy per second to continuously increase the absorbed damage by 100% of the currently stored damage value per second. Releasing the ability button or running out of energy causes Garuda to throw the heart as a high velocity explosive projectile toward the location on the aiming reticle. The heart bursts on impact with an enemy or a surface to inflict the amplified damage as Impact with 100% Status Chance and a 6 / 7 / 8 / 10 meter radius.
- Garuda cannot perform parkour Maneuvers (except for rolling and sliding) or general interactions while channeling the heart. However, she can still move.
- Charging in mid-air will allow Garuda to hover for a few seconds.
- The explosion bypasses obstacles in the environment and its damage does not decrease with distance.
- Can be recast while active to pounce at a target and refresh the mirror's duration.
- Can be cast while airborne.
- Casting Dread Mirror is full-body animation that relocates Garuda to her target. Charging the Dread Heart is an upper-body animation that reduces Garuda's movement speed and grounds her once landed, as well as preventing other actions until the heart is thrown.
- The Dread Heart visually drips blood constantly, beats faster when absorbing damage, and grows spikes when its stored damage is high enough.
- The maximum charged damage of the Dread Heart is displayed as 4.29+03eM, which likely represents the value 4,294,967,295. However, when used, it might instead deal no damage.
- The Dread Mirror's frame colors are affected by Garuda's chosen Appearance colors.
- Dread Mirror, Dread Heart and particle effects are affected by Garuda's chosen Energy color.
Augment
- Main article: Dread Ward
Dread Ward is a Warframe Augment Mod for Garuda that makes her unkillable when an enemy is instantly killed by Dread Mirror.
Dread WardTips & Tricks
- Synergizes well with Guardian Derision, making more enemies attack Garuda and her Dread Mirror, allowing quick, indefinite damage build-up for Dread Heart.
- The ability to instantly kill enemies solely relies on a percentage threshold, making it a potentially powerful tool to quickly dispatch otherwise tough high level enemies - including Steel Path-difficulty versions of Sentient fighters in Lua missions and Veil Proxima anomalies, and Thrax Centurions and Legates in the Zariman Ten Zero.
- Combined with Blood Altar, Garuda can effectively tank and shrug off most damage that comes her way.
- Considering how far Garuda can move with her pounce, it can make for an effective means to escape an encounter while defending yourself.
- Facing Dread Mirror outward while standing in the corner makes Garuda less vulnerable to direct attacks.
- Alternatively, positioning herself to face enemies within a tight corridor gives her virtually unparalleled survivability from the front, and at the same time racking a lot of damage for Dread Heart.
- Using the ability multiple times before unleashing the heart will ramp up the damage rapidly, eliminating the reliance on enemy aggro.
- The mirror can prevent some AoE damage like an explosion from a barrel, or even massive attacks from the Profit-Taker Orb, by facing the barrier directly along the path of these attacks.
- However, it can't block AoE stagger from self-damage weapons.
- It also can't block damage-over-time AoE attacks such as from Nox's toxic blobs or Napalm missiles.
- Dread Mirror can help Garuda avoid the energy-draining Magnetic proc from Profit-Taker's EMP Slam, as well as being knocked down by the field boss's Repelling Shields.
- While Dread Mirror cannot save Garuda from AoE sweeps by an Eidolon, it still helps her survive the incoming homing missiles.
- Dread Mirror can protect Garuda from Arc Traps, providing the Mirror is between her and the trap. The trap will self-destruct after 3 seconds as if it has been activated, but since there is no arc, no damage will be absorbed.
- Rolling into enemies with Dread Mirror active will ragdoll them, frequently drag them along for a brief moment, and send them flying for several meters. This is a good makeshift crowd control.
- Dread Heart, being a projectile, fully benefits from the buffs of Mutalist Quanta's alternate fire.
- Be aware that crossing Nullifier bubbles, falling out of bounds, or activating Archwing will remove Dread Heart, thus losing its accumulated damage.
Bugs
- There currently is a very frequent UI bug where you won't see the remaining duration at the ability icon.
1 25 |
Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16) |
Strength:50 / 100 / 150 / 200 ( Heat damage per tick) 500 / 750 / 1000 / 1250 ( Heat explosion damage) | |
Duration:15 / 20 / 25 / 30 s (buff duration) 5 / 6 / 7.5 / 10 s (flame duration) | |||
Range:3 / 4 / 5 / 6 m (explosion radius) | |||
Misc:
15 / 15 / 20 / 25 % (movement speed bonus) | |||
Subsumable to Helminth |
Info
- Nezha ignites his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus movement speed for 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt 50 / 100 / 150 / 200 Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ? Heat status chance. Nezha will be cleansed of all status effects, and so will his allies that walk over the flames, which also grants them immunity to further effects as long as they stand on the fire patches left on the floor.
- Damage per tick is affected by Ability Strength.
- Speed buff duration and flame duration are affected by Ability Duration.
- Cast animation of ~0.5 seconds is affected by Natural Talent and Speed Drift.
- Speed bonus, damage interval, status chance, and status cleanse are not affected by mods.
- Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
- Ability Synergy: If Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250 Heat damage, with a 10% / 25% / 50% / ? Heat status chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds.
- Explosion damage is affected by Ability Strength.
- Damage does not bypass obstacles in the environment and diminishes with distance.
- Explosion radius is affected by Ability Range.
- Status chance and flame ring duration are not affected by mods.
- Fire Walker will stay active after teleporting.
- Fire Walker can be cast while moving but will interrupt all other actions.
- Can be recast while active to refresh its duration.
- Subsuming Nezha to the Helminth will offer Fire Walker and its augments to be used by other Warframes.
- This does not allow other Warframes to use Firewalker's explosion on teleport. This is exclusively a synergy with Blazing Chakram.
Augment
- Main article: Pyroclastic Flow
Pyroclastic Flow is a Warframe Augment Mod for Nezha and Nezha Prime that accumulates the damage Fire Walker deals and unleashes it in a trail of fire upon reactivating the ability.
Pyroclastic FlowTips & Tricks
- The 100% chance of the Heat status effect makes this an effective form of control for narrow hallways or choke points.
- Quickly sliding into groups of enemies can reliably disable them.
- The amount of ground that can be covered in flames can be improved using Sprint Speed mods.
- Also works as an escape tool to prevent enemies from following you.
- Can be used to cut off melee units from defense objectives.
- Briefly tapping slide key allows for additional control over Nezha's momentum while maintaining the additional speed.
- Choosing a dark energy color makes the visual effect less intrusive.
2 50 |
Hallowed Ground Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames. Introduced in Update 11.5 (2013-12-19) |
Strength:25 / 50 / 75 / 100 ( Radiation damage) 5 / 10 / 12 / 15% (Status Chance) | |
Duration:10 / 15 / 17 / 20 s | |||
Range:90 / 100 / 120 / 180° (angle) 8 / 10 / 12 / 15 m (radius) |
Info
- Oberon consecrates the ground in an angle of 90 / 100 / 120 / 180 degrees in front of him, spanning up to 8 / 10 / 12 / 15 meters, for 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt 25 / 50 / 75 / 100 Radiation damage with a 5 / 10 / 12 / 15% Radiation status chance every half second, while allies are relinquished of any negative status effects and become immune to them for as long as they are standing on the area.
- Damage and status chance are affected by Ability Strength.
- Duration is affected by Ability Duration.
- Radius and angle are affected by Ability Range.
- The radius follows the expression Base Range + 11.25 × (Ability Range - 1)
- For example, with a maxed Stretch, the radius will increase to
15 + 11.25 × (1.45 - 1) = 20.0625 meters.
- For example, with a maxed Stretch, the radius will increase to
- The angle follows the expression Base Angle + 135° × (Ability Range - 1)
- You can also view this as gaining/losing 1.35° per 1% ability range above/below 100%.
- For example, with a maxed Stretch, the angle will increase to
180° + 135° × (1.45 - 1) = 240.75°). - Therefore, 234% Ability Range is needed to bring the angle up to 360°, making it a full circle. This will also increase the radius to 15 + 11.25 × (2.34 - 1) = 30.075 meters.
- For example, with a maxed Stretch, the angle will increase to
- The radius follows the expression Base Range + 11.25 × (Ability Range - 1)
- Status effect immunity applies to physical disabling effects such as knockdowns and staggers.
- It does not apply to Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptors are resisted; however, Disruptors are still able to drain a small amount of energy with every attack.
- Radiation procs, however, are not removed from already irradiated allies, but only from Oberon himself, and only with his own Hallowed Ground.
- Enemies and allies must be grounded and standing on the area to be affected by Hallowed Ground.
- Flying enemies that are too high above the ground may not be affected by this ability.
- Ability Synergy:
- If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
- The armor bonus is affected by Ability Strength.
- Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (150 × 2.1) + (200 × 1.3) = 575 armor).
- Buff duration is affected by Ability Duration.
- As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
- Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by ?% / ?% / ?% / 50%.
- Armor reduction is affected by Ability Strength. Armor strip is capped at 100%, achievable with a 100% increase in Ability Strength at max ability rank.
- If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
- Can only have 4 instances of Hallowed Ground active at once per player.
- If cast in midair, Oberon will instantly drop to the ground to perform this ability.
- Hallowed Ground spawns foliage inside its area of effect as visual representation. Oberon creates a field of grass, while Oberon Prime creates a field of ferns. Grass and ferns are affected by Oberon's chosen Warframe Accent color.
- The shimmering energy field encompassing the ground is affected by Oberon's chosen Warframe energy color.
Augment
- Main article: Hallowed Eruption
Hallowed Eruption is a Warframe Augment Mod for Oberon. Upon casting Hallowed Ground again with a previous instance still active, the first one will immediately expire, dealing all remaining damage in a single instance with a chance to deal Radiation proc. This mod also passively increases Hallowed Ground's duration.
Hallowed EruptionTips & Tricks
- Enemies will traverse and fight through Hallowed Ground without any special attempts to evade its area of effect.
- Narrow pathways such as doorways and halls are effective at forcing groups of enemies to cluster into Hallowed Ground.
- Summoning multiple, overlapping layers of Hallowed Ground will deal the full combined damage over time to enemies.
- Hallowed Ground is most efficiently used in areas where constant enemy and ally activity is expected over an extended period of time.
- Hallowed Ground's status effect immunity can be used to pass through environmental traps unhindered, such as Grineer Magnetic Sensor Bars and Corpus Laser Barriers.
- Note however that activating these traps in spy missions will still trigger vault alarms.
- Hallowed Ground will make players immune to to Radiation and Magnetic singularities in Sorties.
3 75 |
Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02) |
Strength:N/A | |
Duration:6 / 8 / 10 / 12 s | |||
Range:12 / 14 / 17 / 20 m | |||
Misc:
1 / 2 / 2 / 3 (affected enemies) |
Info
- Imbuing herself with defensive energy, Trinity tethers to up to 1 / 2 / 2 / 3 closest enemies within a radius of 12 / 14 / 17 / 20 meters for 6 / 8 / 10 / 12 seconds. While linked, she reduces incoming damage to herself by 50% / 60% / 70% / 75% and transfers 100% of incoming damage and Status Effects to the tethered enemies instead.
- Radius is affected by Ability Range.
- Duration is affected by Ability Duration.
- Casting time of 0.6 seconds is affected by Natural Talent and Speed Drift.
- Number of affected enemies, damage reduction, and damage and status transfer are not affected by mods.
- Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
- Status immunity applies to physical staggers and knockdown.
- Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
- Status effect immunity does not include Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptors are resisted; however, they are still able to drain a small amount of energy with every attack due to their aura.
- Ability Synergy: damage redirected by Link toward a Well of Life target heals Trinity for the lifesteal conversion amount, as well as becomes stored and dealt in full against the Well of Life target once the ability ends.
- If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
- Trinity cannot link with The Stalker.
- Although it will mitigate damage from Ancient Healers and Corrupted Ancients it will not hurt them due to how they absorb damage from nearby allies.
- Trinity and linked enemies will shine the color of her energy.
- Cannot be recast while active.
- Casting Link is a full-body animation that stops grounded movement and all other actions.
Augment
- Main article: Abating Link
Abating Link is a Warframe Augment Mod for Trinity's Link that reduces the armor of all connected enemies.
Tips & Tricks
- Keeping this ability active when surrounded by high-level enemies will dramatically increase Trinity's survivability.
- Be careful of Link's slow, immobile cast delay, lest you become overwhelmed by burst fire.
- Use Trinity's Energy Vampire to fuel Link's high energy cost.
- Link connects to enemies through walls and other obstacles, which serves as an early-warning system indicating if enemies are nearby.
- Be wary of mods and effects which reduce Ability Range as they make it harder to maintain an active link, and with that, Link's defensive benefits.
3 50 |
Electric Shield Volt deploys an obstacle of energy, providing cover in any situation. Introduced in Update 5.3 (2013-01-10) |
Strength:N/A | |
Duration:10 / 15 / 20 / 25 s | |||
Range:N/A | |||
Misc:
50% (damage bonus) |
Info
- Volt creates an electrical energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire, lasting for 10 / 15 / 20 / 25 seconds. Shots fired through the shield made by Volt and his allies gain 50% Electricity damage and 200% critical multiplier.
- Duration is affected by Ability Duration.
- Height and width of the shield as well as the damage bonus are not affected by mods.
- The critical multiplier is multiplied after weapon mods, meaning it will take your modded critical damage and double it.
- The Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity damage.
- Firing through multiple Shields will cause the Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% Electricity damage bonus). The critical multiplier bonus on the other hand does not stack with additional shields.
- The Electricity damage bonus does not combine with other elemental types to create secondary elements; the weapon will separately proc the elements present on it and Electricity from Electric Shield.
- Warframe abilities do not gain bonuses from being fired through the shield, with the exception of Ember's Fireball, Frost's Freeze, Oberon's Smite, and Vauban's Flechette Orb.
- Volt has the ability to pickup one of his Static Shields through a context action (default X ). Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile as a hovering frontal shield that reorients itself to face the player's camera direction. Activating the context action again will revert the Current Shield back into a Static Shield.
- Enemies hit by the Current Shield while Volt is sprinting will be ragdolled.
- Only one shield can be equipped at a time.
- A maximum of 6 separate Electric Shields can be cast at any given time. Casting Electric Shields after reaching the maximum will remove the oldest shield.
- Electric Shield affects certain weapons differently:
- All primary and secondary weapons will gain Electricity damage and amplified critical damage.
- Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
- Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a Shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a Shield will not affect the orb's contact damage, but it will affect the orb's explosion damage.
- Held-trigger weapons will gain hitscan properties.
- While most hostile gunfire and AoE damage are blocked by Electric Shield, weapons with innate punch through, such as a Scorch's Ignis, can bypass Electric Shield.
- Prevents self-stagger from AoE weapons if the player shoots behind the shield.
- Ability Synergy: Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
- The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
Augment
- Main article: Recharge Barrier
Recharge Barrier is a PvE and Conclave Warframe Augment Mod for Volt's Electric Shield that restores allies' shields when they pass through the barrier.
- Main article: Transistor Shield
Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield that allows allies to pick up and move Electric Shields. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.
Transistor ShieldTips & Tricks
- Multiple instances of the Electric Shield can provide a 360o wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
- Note that Electric Shield does not protect its users from above and below attacks. Placing them above and below the player can be done to counter this.
- As Electric Shield doesn't buff Warframes directly but instead the weapons fired through it, it's one of the only ways to increase Operator damage output. This is particularly useful for Eidolon hunts.
Bugs
- The Penta does not gain any damage bonuses.
- The Ignis, Embolist and Opticor lose their AoE properties.
- If Shock is cast through Electric Shield with the max bonus damage from Static Discharge (1000) the total damage dealt may be slightly lower than expected (e.g., if Shock adds 100 damage to Electric Shield plus the 1000 bonus damage from passive, the amount of damage inflicted will only be 1098 instead of 1100).
Augments[]
Mods[]
Sources of Stagger Recovery Speed[]
Sources of Stagger[]
Enemies With Staggering Attacks[]
Weapons With Guaranteed Stagger[]
These weapons are guaranteed to inflict Impact status on hit, not dependent on status chance.
Mods[]
Bugs[]
- Enemies with special attacks (like a Heavy Gunner's slam attack) will still happen if the stagger happens during any point of the enemy charging up the attack.