Stagger, also known as Interrupt, is a Status Effect that causes enemies to flinch and recoil.
Contents
Script error: The function "Proc" does not exist.
When an Script error: The function "Proc" does not exist. proc occurs, the enemy will flinch and recoil backwards. However, Ospreys, Bosses, and Tenno are immune to the effects of stagger caused by Script error: The function "Proc" does not exist..
Self Interrupt Weapons
Certain weapons, mainly those with radial area of effects, 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, or backflip away, being unable to take any action during these animations.
Sources of Stagger Resistance
Passives
Abilities
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:
0.1% (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 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 incoming damage 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.
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 expends 25 energy to ignite 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. While Nezha and his allies stand on the flames, they are immune and continually cleansed of all Status Effects.
- Cast animation of ~0.5 seconds, affected by Casting Speed.
- 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.
- Damage does not bypass obstacles in the environment and diminishes with distance.
- 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 Fire Walker'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.
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 expends 75 energy to summon a fiery ring that encircles him, granting 90% Damage Reduction and immunity to Status Effects. 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.
- Warding Halo's health uses the following expression:
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.
- 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.
- Cast animation of ~1 second, affected by Casting Speed.
- 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's health uses the following expression:
- Upon expiring, Warding Halo releases, inflicting all surrounding enemies with a guaranteed 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.
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.
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.
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.
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 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.