This page is in reference to the Damage 2.0 system.
The chance that a hit will apply a Status Effect based on the types of damage the weapon inflicts.
—In-game Description
A Status Effect, or commonly called a Proc, is an additional effect which may be triggered at random by a hit from a weapon or Warframe ability. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, greater than or equal to 100% chance to inflict their status effect (e.g. Frost's Ice Wave ability).
Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit, unless status chance is over 100%.
For example, a weapon such as an unmodified Staticor deals solely Radiation damage. In addition to its damage, the Staticor also has a 28% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Radiation status effect, which causes Confusion over the duration of the effect.
Enemies also possess the ability to inflict status effects on Tenno. For example, a GrineerScorch has a chance to inflict the Ignited status effect with the Heat damage from his Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash damage) bypassing the player's armor.
Knockback On Enemy: Causes target to flinch and staggers movement for 1 second and increases the health threshold at which they can be Parazon Mercy Killed by 8% per proc. Stacks up to 5 times. On Player: No effect.
Weakened On Enemy: Reduces any damage dealt by 40% for 6 seconds. Stacks up to 5 times, with subsequent procs reducing damage by 10% to a total of 80%. The victim receives 5% increased weapon Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities. On Player: Reduces any damage dealt to 30% for 6 seconds.
Bleed On Enemy: Deals 35% of the base damage per second over 6 seconds (bypasses Armor). On Player: Deals 10% of the base damage per second over 6 seconds (bypasses Armor).
Ignite On Enemy: Deals 50% of the base damage as Heat damage per second over 6 seconds (increase by Heat mods, can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50%Armor. On Player: Deals 50% base Heat damage over 6 seconds and strips up to 50% Armor.
Freeze On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50% for 6 seconds. Stacks up to 9 times, with subsequent procs increasing slow by 5% to a total of 90%. The target receives +0.1 increased Critical Multiplier on initial proc and +0.05 per subsequent proc to a maximum of +0.5, additive after mods. On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
Tesla Chain On Enemy: Deals 50% of the base damage asElectricity damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds. On Player: Deals 50% base Electricity damage to allies within 3 meters of the target.
Inaccuracy On Enemy: Reduces accuracy by 30% for 6 seconds. Stacks up to 10 times, with subsequent procs reducing accuracy by 5% to a total of 75%. On Player: Reduces accuracy by 30% for 6 seconds.
Corrosion On Enemy: Reduces armor by 26% for 8 seconds. Stacks up to 10 times, with subsequent procs reducing armor by 6% to a total of 80%. On Player: Reduces armor by 26% for 8 seconds.
Gas Cloud Universal: Deals 50% of the base damage as Gas damage per second over 6 seconds in a 3 meter radius. Stacks up to 10 times, with subsequent procs increasing radius by 0.3 meters to a total of 6 meters.
Disrupt On Enemy: Amplifies damage dealt to shields by 100% and nullifies shield regeneration for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to shields by 25% to a total of 325%. On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, drains 20Energy per second and scrambles the interface for 4 seconds.
Confusion On Enemy: Attacks any closest enemy and will be attacked in return while dealing 100% additional damage to allied units for 12 seconds. Stacks up to 10 times, with subsequent procs increasing damage by 50% to a total of 550%. On Player: Reduces firing accuracy, able to damage and be damaged by allies for 4 seconds.
Virus On Enemy: Amplifies damage dealt to health by 100% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to health by 25% to a total of 325%. On Player: Amplifies damage dealt to health by 100% for 6 seconds.
Independent from Damage[]
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Hidden status effects need more research
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This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.
Universal: Restricts the target's movement for 2 seconds, disabling jumps and decreases movement speed. After Impair duration ends, players will be immune to the same status effect and knockdowns for 2 seconds.
Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Archguns and Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities.
Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types (Blast, Corrosive, Gas, Magnetic, Radiation, and Viral) do not have altered status effects and cannot proc against space enemies, but Archguns and Archmelees modded for secondary elementals will still increase total damage.
This system does not apply to on-foot enemies, such as Ramsled boarding parties, and Crewship and Points of Interest personnel, who will take damage and status as per normal.
Intoxicate Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.
Status Chance[]
Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies, while others may be less beneficial. For example, Corrosive procs are valued highly against heavily armored foes, but Magnetic procs have no benefit to enemies that lack shields.
The chance that a proc will occur can be directly increased with mods such as Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Split Chamber; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase fire rate, this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame.
When a weapon achieves a status chance higher than 100%, each hit may apply additional status effects. The type of each proc is independently drawn, so it is possible to apply the same status several times in one hit.
Damage Distribution[]
Damage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded Strun's highest physical damage type is Impact, thus it inflicts mostly knockback procs.
Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if Radiation damage is increased).
When a hit procs, the chance for an individual damage type to proc in relation to the others is:
Proc Type Chance = Damage ÷ Total Damage
For example, if a weapon's damage is composed of 20 Impact, 5 Puncture, 10 Slash, 25 Heat, and 50 Corrosive, then its total damage is 20 + 5 + 10 + 25 + 50 = 110. Therefore, the chance for the individual damage types to proc will be:
Impact
Puncture
Slash
Heat
Corrosive
Damage
20
5
10
25
50
Proc Type Chance
18.18%
4.55%
9.09%
22.73%
45.45%
Status Immunity Interactions[]
Proc type chances are not altered by enemy resistances or weaknesses to the damage components used in their computation; however, they are modified by enemy status immunities. When an attack procs a status effect on an enemy which is immune to a particular proc type, the respective damage type is excluded from proc type chance calculations for status effects on that enemy.
For example, if the weapon outlined above were used against an enemy with Corrosion status immunity (regardless of whether that enemy is also immune to Corrosive damage), the chances for the individual damage types to proc would change to the following values:
Impact
Puncture
Slash
Heat
Corrosive
Damage
20
5
10
25
50
Proc Type Chance
33.33%
8.33%
16.67%
41.67%
N/A
DoT Damage Scaling[]
If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:
Due to the nature of Faction Damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, for a weapon with an innate 100 damage modded with Serration and Bane of Grineer, a Slash proc will deal the following damage per tick:
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Table is outdated.
Status effects have a duration over which they apply to their target, and some of them even deal damage over time. A status effect's duration can be increased or decreased with mods that affect status duration (e.g. Lasting Sting).
Damage-dealing status effects will benefit from modifiers on headshots and critical hits.
Damage duration can be negative (over -100% duration through Riven Mods). This causes all proc effects which have a duration or deal damage over time to be nullified. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:
Note: The information above is based on this forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered.
Damage Over Time[]
Status effects that deal damage over time will have a base duration of 6 seconds, during which they will deal a tick of damage for every second that the effect is active. AoE status effects, such as Electricity and Gas will always start dealing damage ticks the moment it is procced on an enemy. Single target status effects will have a 1 second delay before dealing their damage ticks. The table below illustrates this mechanic.
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Forced procs[1] are status effects that are guaranteed to occur regardless of the status chance and damage distribution of the weapon. They are independent from normally occurring procs which can also take place alongside forced procs.
Note that this is not the same as having 100% status chance.
Forced procs have negative interactions with some warframe abilities such as Zephyr's Tornado where forced procs do not apply to enemies caught within the tornados, and instead apply to the tornados themselves.
Multishot[]
When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is the probability that each pellet will individually proc. For example, the Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.
Average Procs[]
When you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g. Corrosive procs), it is helpful to know the average quantity of status effects triggered per shot (i.e. from a single click of the fire button). This value can be determined with the following formula:
Average Number of Procs Per Shot = Multishot × (Number of Forced Procs + Status Chance per Projectile)
Average Number of Procs per Second = Average Number of Procs Per Shot × Fire Rate
A table with example values to display the relation of status chance and multishot.
Despite Continuous Weapons firing only one beam after adding multishot (with damage instances merged), it will still proc status effects as if more than one projectile was visually present. This means that multishot benefits the average status chance of continuous weapons like any other weapon.
Status Mods[]
Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that each projectile will inflict a status effect.
Players can achieve temporary total status immunity by equipping the below mods or using these abilities. For immunity towards individual status effects, please navigate towards the respective damage type page.
Misc:
3 (number of hits per mark) 2 (number of Shadow Clones) Slash status per hit 50 % (invisible mark discount) 100 % (energy discount for Teleport on marked enemy)
Ash toggles a state of intense focus as he searches for targets to assassinate. During targeting mode, enemies within 50 meters from Ash that are seen near the aiming reticle become highlighted and tagged with a death mark above their head, consuming 12energy per enemy.
Leaving this range while targeting will unmark enemies and refund the energy.
When 1 or more enemies are marked, reactivating the ability will create 2 Shadow Clones that teleport to each marked enemy, striking them with 3 Finisher attacks that inflict 750 / 1000 / 1500 / 2000True damage per hit with a guaranteed Slash status effect.
Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo. It also gains the additive incarnon form from Innodem such as +40% attack speed and the additive stats from Evolution II: Perk 2: +25% attack speed and Evolution III: Perk 3: +60% finisher damage.
Reactivating Blade Storm with no marks will toggle off targeting mode instead.
While in targeting mode, Ash emits black smoke and his vision darkens.
Blade Storm has no casting animations, so Ash can still perform all other functions normally such as maneuvering, casting other abilities, and firing or reloading weapons.
Ash cannot re-enter targeting mode while his Shadow Clones are attacking marked enemies.
Ability Synergy:
Invisibility by means of Smoke Screen or other allied abilities will halve the energy cost of Blade Storm to 6 energy per enemy.
While Blade Storm is attacking, Teleport can be cast on a marked enemy at 0 energy cost to include Ash in the assault. Ash becomes invulnerable for the duration as he teleports and strikes all remaining marked enemies in a cinematic sequence.
While joining Blade Storm costs no energy, Ash must have enough energy to cast Teleport to join.
Strikes by Ash deal the same damage as his clones, but will attack enemies not targeted by his clones at the moment. He consumes marks, which generally accelerates the assault, when the enemy is not dying from the first hit.
Ash can regenerate his shields during the animation.
Rising Storm is an AshWarframe Augment Mod that allows the clones generated by Blade Storm to contribute additional hits to the Melee Combo Counter, as well as increases the duration the Melee Combo Counter lasts.
Blade Storm can be activated while zooming in with a ranged weapon. This can be used to more precisely pick targets.
You are invincible while using Blade Storm. This can be used to give time to regenerate your shields.
Blade Storm can be used to pick up items that are very far away or in dangerous situations (an item surrounded by 5 enemies for example). This generally requires a sentinel's Vacuum skill for maximum effectiveness. Simply target an enemy near something you want to pick up and activate the ability. Since you return to your starting point you will return to your "safe spot" but will have picked up health orbs, energy orbs, resources, and even mods.
Blade Storm can be used to start long melee combo chains to gain additional bonus melee damage.
Blade Storm can be empowered by performing melee combo chains before casting, as the ability's damage benefits greatly from the bonus melee damage multiplier.
Since Blade Storm deals True damage, the ability is well suited to dealing with Conculysts and Battalysts.
Ash's second ability, Smoke Screen, synergizes well with this ability, reducing both the energy cost per mark and Ash's vulnerability when marking enemies.
Similarly, Arcane Trickery also synergizes well, since it can be triggered by Blade Storm and reduces the cost per mark.
Blade Storm allows Ash to easily trigger Arcane Ultimatum, giving him a boost in survivability.
Blade Storm finishers also trigger Exodia Might with Zaws, allowing substantial health regeneration without the use of Life Strike.
Considering Blade Storm has a 100% chance to proc Bleed, dealing 43.75% of the base damage 10 times in 9 seconds, the ability actually does 2,000 + ((2,000×0.4375)×10) = 10,750 damage in 9 seconds, making it one of the most powerful abilities in the game if modded and used accordingly.
If used during sliding, Blade Storm seems to use a shorter version of finishing animations, which reduces total animation time.
Blade Storm benefits greatly from the effects of Body Count, Drifting Contact, and Gladiator Rush. Instead of having a 3 second delay before the combo counter disappears, the delay will be 3+12+10+6 = 31 seconds.
Using the Rising Storm augment will further increase the delay.
Since Ash only spawns 2 Shadow Clones, it's highly suggested to equip attack speed mods as the time needed for the Shadow Clones' animations can make gameplay sluggish, especially if a large amount of enemies are marked.
Joining Blade Storm has multiple benefits for Ash:
Becoming invulnerable allows Ash to ignore status effects, such as Toxin, and regenerate his shields.
The rate in which attacks are dealt is increased as there will be 3 attackers instead of 2.
The amount of hits added to the combo counter from the ability will be higher than if Ash were to not join.
Using Teleport on an unmarked enemy while Ash's Shadow Clones are attacking marked ones will result in the unmarked enemy being marked without consuming any energy. Ash will then join Blade Storm until all marks are expended.
Enemies attacked by Blade Storm this way are only attacked once.
Bugs
On certain unspecific occasions Ash will become invulnerable after using Blade Storm. It should also be noted that Blade Storm can cause lag commonly.
Very rarely, after using Blade Storm, Ash will float and become invincible. He is unable to jump or fall down, use melee weapons (or primaries/secondaries in some cases), or use Blade Storm again. Pressing E will teleport to a random enemy and perform a purely aesthetic Blade Storm attack which does no damage. This appears to occur when Blade Storm's initial target is killed before Blade Storm begins.
On some occasions (most likely related to latency), Ash will remain vulnerable whilst being unable to exit this bugged state without getting killed (as in, actually dying and using a revive charge, as revived by a teammate will not end this glitch).
This may occur when the initial target for Blade Storm is killed (by another player/procs) during the teleporting animation, causing Ash to teleport to his casting location, and initiate this bug.
To deactivate the bug, Ash can prompt a "falling out of level" event by power wall climbing to the sky if there is a wall in the map that allows him to. This will respawn Ash to a random location on the ground and deactivate the bug.
Very Rarely, when Ash finishes using Blade Storm he will appear at the location where he used it with 0 Health, unable to move, unable to use weapons, and unable to be damaged by enemies. Any on screen prompts that occur, such as Defense and Interception wave prompts, will not be presented to Ash in this state. Ash cannot be revived as he isn't considered down despite the fact that he has 0 health. The only way to fix this bug is to wait for the mission to end or leave the mission.
If wielding a melee weapon when cast, Blade Storm will occasionally perform Finisher attacks on enemies. This does not occur if the player is hosting.
Occasionally, Ash will fall out of the map after using Blade Storm, where he will either teleport back to the original casting position or die.
If Blade Storm is cast and Ash's holograms seek out a Mind Controlled target, they will attack the target indefinitely until either the Mind Controlled target dies or its duration expires.
Attempting to use Blade Storm against another player when fighting in the Dojo will cause Ash to become invincible and hover in the air. In this state, Ash can only move and use firearms.
When Ash has no melee weapon equipped, it is possible in some cases for Ash to attain an unmodded Skana after using Bladestorm. This Skana is not listed in the end of mission screen, nor in the in-game gear list, and is lost upon dying or completion of the mission.
When used on a Crewship during Railjack missions, and using teleport to join the fray, Ash can grow 10x in size and will be too large to move around not only the Crewship but also the Railjack. Player will have to return to dock to reset size.
Excalibur expends 25Energy to dash forward 6 / 8 / 10 / 12 meters to cut enemies down with his Exalted Blade, automatically chaining to additional enemies within ? / ? / ? / 7 meters. Each strike inflicts 100 / 125 / 200 / 250Slash damage with a guaranteed Slash proc and Knockdown.
Slash Dash is affected by Aim Glide.
Slash Dash is affected by momentum, but will not change momentum outside of its animation. Thus, whichever way you were going before you cast Slash Dash you will continue to go unless stopped, by other means, at same speed. This will affect how far your Slash Dash will go when not targeted.
Chained Slash Dash can be cancelled by jumping or rolling.
Slash Dash gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo.
Mods equipped on Exalted Blade do not affect Slash Dash unless it is active.
Slash Dash's damage composition is not affected by Chromatic Blade.
Slash Dash's cone length is not affected by melee range mods (e.g., Reach).
Every instance of damage adds to the Melee Combo Counter regardless of the amount of enemies hit or if Excalibur physically made contact with the target.
Excalibur has Health invulnerability to damage during Slash Dash. Shields will still take damage and Energy Draining affects can still be applied to Excalibur, such as from Ancient Disruptors.
Airborne enemies, such as Hellions and Ospreys, can also be targeted, but are still difficult for Slash Dash to traverse to unless the aim button is held for Aim Glide physics to take effect.
If there are no enemies within its targeting area, Slash Dash will make Excalibur dash forward in the direction of aim, allowing it to be used as a mobility aid when reaching high places.
Can be used to pass through Laser Barriers unharmed in most cases.
Can be used while jumping, sliding, forward flipping, wall running or clinging to a wall.
Slash Dash can damage enemies across the Rift Plane.
Slash Dash will hit through a Grineer Shield Lancer's Shield.
With high Ability Range and not aiming at enemies, players can launch themselves into the air, travel with high velocity and long distance.
Can be used to pass through Corpus laser doors mostly unharmed.
Perfect for medium-distance traveling.
With the proper mods this is one of the most damage-efficient AoE abilities in the game, doing massive damage to multiple targets for very little cost.
Invulnerability allows players to deal with enemies by repeatedly casting Slash Dash without fear of damage from enemies or status procs during the animation. However, being that there is no invulnerability overlap between the end of the first cast and the beginning of the second cast, there is a small window for Excalibur to receive damage.
Casting Slash Dash while Exalted Blade is active will allow players to increase the amount of damage they deal and hit a larger amount of enemies without having to build for range.
Pressing the melee button at any time during the targeted Slash Dash cast will cancel the rest of ability's targets and summon your melee weapon instantly.
Bugs
It is possible to get stuck on an enemy during the duration of the ability, and in most cases the enemy will not take damage.
Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.
Harrow breaks free of his shackles in a whirlwind of impenetrable energy, imbuing himself and allies inside his Affinity Range with complete invulnerability to damage and Status Effect immunity for 3 / 4 / 5 / 6 seconds. While invulnerable, any enemy damage prevented by all affected players during this time accumulates into a total pool.
Affinity Range is not affected by Ability Range but is affected by the Mending Unity passive in the Vazarin focus school, and can be temporarily increased with Fosfors.
Status effect immunity also protects against knockdown and stagger.
After the invulnerability phase, all affected players receive the Retaliation buff which provides an additive weapon critical chance bonus lasting for 6 / 8 / 10 / 12 seconds. Retaliation provides a 5% base critical chance, plus extra critical chance converted from total damage prevented at a rate of 1.50% per 100 damage points prevented. Additionally, the combined critical chance percentage is multiplied by 4 on headshot hits.
Base critical chance and extra critical chance percentages are affected by Ability Strength, while damage points prevented and headshot multiplier are not.
Retaliation's critical chance is capped at 50% on bodyshot hits and 200% on headshot hits.
The critical chance applied to the weapons is a flat value applied after mods.
As Example: A weapon with 10% base critical chance which has a Rank 5 Point Strike equipped and is affected by a capped Retaliation buff will have 10% × (1 + 150%) + 200% = 225% critical chance on headshot.
Protection and Retaliation buffs affect both players and their Companions.
Covenant cannot be recast while its buffs are active.
Multiple Harrows can cast Covenant independently of other players' active invulnerability and critical chance buffs.
Casting animation of 3 seconds is affected by casting speed, from mods such as Natural Talent and Speed Drift. Casting Covenant stops Harrow's movement and actions.
During the invulnerability phase, the current total of damage prevented is displayed to the right of the aiming reticle, represented by a shield-like emblem.
After the invulnerability phase, the critical chance bonus and its headshot multiplied percentage are briefly displayed at the same position, represented by a bullet-like emblem.
An audible whispering sound plays when each buff's duration ends.
Covenant's buff icons for invulnerability and critical chance are displayed beside the shield and health indicators, with the critical chance bonus percentage located at the top-right of the icon and buff timers at the bottom.
Harrow and affected allies are visibly surrounded by a gust of energy while under Covenant's effects. This visual effect expands or contracts depending on the phases of the ability, and is affected by Harrow's chosen Warframe energy color.
Lasting Covenant is a Warframe Augment Mod for Harrow that increases Covenant's critical chance buff duration each time an enemy is killed with a headshot.
It synergizes well with abilities that buff critical damage, such as Electric Shield.
Also pairs well with the Dual Toxocyst since they are at their optimal power when you are getting headshots.
Since the critical chance applied is additive, this ability can turn a Nukor modded with Primed Target Cracker (and possibly other critical damage mods such as a Riven) into a viable critical secondary.
As Covenant's critical chance buff is capped, Harrow may opt to build on Ability Duration over Ability Strength, as not only does the increased invulnerability protect him longer, the damage he negates during the extended invulnerability phase can be enough for him to cap the aftermath Retaliation buff.
Stacks with Arcane Avenger, resulting in an additive +95% critical chance on bodyshot and +245% on headshot with both effects maxed.
Casting this while attempting to revive a teammate makes for a reliable survival strategy, as the invulnerability phase will protect you from enemy fire.
If the mission has Environmental Hazards, like the toxic waste in the Grineer Shipyard tileset, you can use them to stack extra damage negation during the invulnerability phase.
Covenant synergizes well with a Kitgun equipped with Pax Seeker, with its projectiles gain benefits for critical chance to headshot from this ability.
However, headshot kills by Pax Seeker's projectiles won't trigger Lasting Covenant augmentation.
Hydroid expends 15energy to submerge into a pool of water with a 1.5 / 2.5 / 3 / 4 meter radius, becoming Invulnerable to damage and untargetable by enemies. Enemies that wander onto the pool sink and disappear from sight, become suspended in a Knockdown state, and drown taking 10 / 15 / 20 / 25 base Impact damage per second; drowning enemies also receive 1% / 1.5% / 1.7% / 2% of their maximum health as Impact damage, which continuously stack every second while enemies remain submerged.
Damage increase per second applies to each individual enemy. The stacked damage for a single enemy resets to base damage when the submerged enemy exits the pool.
Submerged enemies receive an additional +0.1% damage growth per second for each enemy in the pool,.
The current number of submerged enemies trapped within Undertow is displayed on the ability icon.
Allied players can shoot into Undertow to contribute 50% of their total damage from weapons and abilities, distributed evenly to all submerged enemies.
Status Effects apply to all submerged enemies, with their effects and debuff timers paused until enemies exit Undertow.
Hydroid can slowly move and sprint while in Undertow.
While active, Hydroid can aim at an enemy target within 10 / 12 / 13 / 15 meters and press the primary attack key (default LMB ) to expend 5 energy, launching a water tendril from the pool, grabbing the target and pulling it into Undertow.
If the targeted enemy is unable to be pulled, the tendril will release it after a few seconds.
Released bodies may make enemies suspicious and stop short of the pool. This will often result in them walking away from the puddle, requiring Hydroid to pull them in manually.
Undertow drains 6 energy per second, and will remain active so long as Hydroid has energy. Undertow will end if Hydroid runs out of energy, jumps (Space ), rolls (2x Shift ), or if deactivated by pressing the ability key again (default 3 ). Moving while in Undertow drains 1 energy point per 0.2 meters moved.
Tidal Surge allows Hydroid to remain submerged in Undertow and travel in waveform for half the normal distance.
Undertow will not drain additional energy when Hydroid moves via Tidal Surge.
Enemies previously submerged in Undertow will be pulled along by Tidal Surge.
Tentacle Swarm centers the kraken on Undertow and spawns tentacles inside the pool. Charged cast can extend tentacle spawn radius outside Undertow. The tentacles deal 200% damage when cast from Undertow.
Tentacles will capture enemies when they emerge from Undertow.
Hydroid's Companions will also be submerged, regardless of distance from him. His companion will not become invulnerable and is susceptible to damage from explosions.
Enemy corpses will be released from Undertow when killed.
Cannot switch, fire, or reload weapons, perform parkour Maneuvers except jump and roll, nor collect Pickups while in liquid form.
Can be cast while in midair to enter liquid form. Undertow pool will form when Hydroid lands on the ground.
Aura effects from enemy Eximus will not apply to Hydroid while he is submerged but nearby Tenno will suffer from the effects of the Eximus unit's aura if they are in range.
Energy Leech Eximus still will drain energy when in the pool, however.
When Hydroid is submerged, the game treats him as invisible to enemies. As such, any kills on unalerted enemies with undertow will count as a stealth kill.
Also causes the Zenistar to deal bonus stealth damage to enemies.
There is a bug related to this where a Zenistar built with blast will continue to deal bonus damage to some enemies even when Hydroid re-emerges from the puddle.
Submerged enemies cannot prevent Tenno from capturing an Interception point. This makes it incredibly efficient at completely locking down towers on Interception missions.
Curative Undertow is a Hydroid Warframe Augment Mod that allows Undertow to heal Hydroid and his allies within range by a percentage of their max health every 1.5 seconds.
Undertow will knockdown enemies within range when they sink into the puddle. Activating then deactivating Undertow allows you to set up Ground Finisher attacks with your melee weapon on nearby enemies.
If you see an enemy Eximus walk into the pool, deactivate Undertow and expose them to attacks, as their Auras will remain active while submerged.
As Energy Leech Eximus are still able to steal energy from Hydroid while in the pool, it's ill advised to drag them in. It's safer to cast Tempest Barrage or Tentacle Swarm on their location when they are far away to avoid losing massive amounts of energy per second.
When running an Infested Defense (such as an uncontested Dark Sector or Orokin Derelict), stand near the cryopod or a walkway to the cryopod and activate Undertow. Once you've collected several enemies, deactivate Undertow and chain together Area of Effect skills such as Tempest Barrage and Tentacle Swarm.
If you are under heavy fire, activate Undertow to regenerate your shields, as well as health depending on whether your squad has a member with the Rejuvenation aura equipped.
Undertow is useful for gathering large numbers of enemies in one spot for another player to kill them once the ability has ended.
Undertow cannot be used to bypass corpus laser doors by itself.
Bugs
At times a miniature Hydroid and his sentinel can be seen on the pool.
When this bug occurs enemies will begin throwing grenades at the player and will be able to injure the player.
This bug can also rarely occur on PS4, however instead of appearing tiny you will see Hydroid's head and shoulders clip through the floor at their normal size (only when moving).
Some bosses, such as General Sargas Ruk can be submerged by Undertow, making them invulnerable to outside damage by other players.
Enemies see dead bodies that are killed and will often refuse to enter the pool. This requires the use of hydroid to manually pull them in.
A sentinel equipped with Vacuum will still attempt to suck up loot while in the pool, which blocks the player's reticle and prevents them from targeting enemies to drag into the pool.
This will slightly alleviate itself after staying in the pool for an extended period, as sentinels will "freeze up" and stop moving if the player idles for too long.
Cameras can be targeted, but cannot be tentacled in.
Downed Bursa will stay in undertow and count as alive there.
Inaros expends 50Energy to sink an enemy target within 20 / 30 / 40 / 50 meters into quicksand for 15 / 20 / 25 / 30 seconds, trapping it in place as it flails in panic becoming unable to move, attack, or use special abilities. While enemies are trapped, Inaros or any allies can perform the "Devour" action on them by holding down the Interact key (default X ); when devouring an enemy, the player (but not any companions) is completely Invulnerable to damage and Status Effects as Shields and Health are restored at a rate of 400 health per second, while also inflicting True damage per second to the victim. During the Devour action, the victim initially receives 50 / 100 / 150 / 250 damage per second, that ramps up to 100 / 200 / 300 / 500 damage per second over 2 seconds; damage is dealt in 10 ticks per second.
Enemies are unable to act while being actively devoured even if the ability's timer has expired.
The act of devouring a trapped enemy does not consume energy whether from Inaros or allies and can be sustained indefinitely for as long as the Use key is held, or the enemy expires.
The enemy being devoured by a player is invulnerable to outside sources of damage.
If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds. A maximum of 3 Shadows can be created.
Creating a new Sand Shadow will remove the oldest created one in existence.
If cast on an enemy target by holding down the ability key (default 2 ), Inaros latches energy tethers onto the enemy from up to 20 / 30 / 40 / 50 meters away, dragging it towards him and automatically devouring it upon making contact so long as the key is held.
Tethered enemy is dragged along the ground and can fall to lower terrain elevations.
Tethered enemy is invulnerable to outside sources of damage while being dragged in.
Dragging speed is affected by movement impairing effects such as Cold procs and Molecular Prime.
Ability Synergy: Enemies trapped by Devour will automatically restore health to Inaros and create a Sand Shadow on death when killed inside Sandstorm.
Devour cannot be cast on naturally flying enemies like Ospreys and Orokin Drones. Units that only have temporary flight abilities though like Hellions can still be pulled from mid-air and then devoured once on the ground.
Cast delay of 1 second is affected by Casting Speed, while devour recovery delay of 2 seconds is not. Casting will interrupt movement.
If the target dies before Inaros finishes his casting animation, energy used for Devour will be refunded; however, if the target is already trapped in quicksand and is being dragged in by the tether, it will not refund energy if killed during travel.
Cannot be recast on affected targets.
Ancient Disruptors will resist the ability heavily, causing only 1 damage per tick to occur, which will often cause the bug listed below. The same goes for Infested allies that are linked to the Disruptor.
Tips & Tricks
If Inaros consumes a Boiler, the Boiler will become a Sand Shadow as normal, and the spawn pods created when it dies will not spawn allied units while the Shadow's will. Similarly, Brood Mother Sand Shadows will spawn friendly maggots on death.
Bugs
Inaros may become stuck in the devour animation, unable to move or cancel the ability until the enemy is killed. Pressing escape will force the player out of the animation although this is exploitable, as you will continue to gain health from the enemy and you can use high powered weapons to kill the enemy, guaranteeing that a Sand Shadow will form.
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.
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
Misc:
10 daggers 5 s dagger airtime 1 s invulnerability time 3 daggers max per enemy Slash and Stagger status on hit 3 HP self damage threshold +1 melee combo per dagger hit on enemy
Kullervo expends 50Energy 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 / 500Slash damage, with guaranteed Slash and Stagger status effects to its target, then heals Kullervo by 250 / ? / ? / 350Health 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.
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.
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 / 200Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?Heatstatus 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.
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 / 1250Heat damage, with a 10% / 25% / 50% / ?Heatstatus chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds.
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 / 125Slash 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.
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.
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%Heatstatus 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.
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.
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.
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:
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 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.
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.
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.
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge. Nyx's Weapon damage is buffed based on incoming absorbed damage when the Ability ends.
Nyx enters a meditative state, becoming invulnerable and immune to all status effects while creating a bubble that absorbs incoming damage. A passive damage threshold is created that increases by 160 / 170 / 180 / 200Magnetic damage every second (e.g., an Absorb lasting 10 seconds will inflict a minimum of 2000 Magnetic damage at max rank). This threshold has a minimum damage potential of 800 / 900 / 1000 / 1500Magnetic damage. If the total amount of absorbed damage is greater than the damage threshold when Nyx leaves her meditative state, all absorbed damage is inflicted to every enemy in a 5 / ? / ? / 15 meter explosion of psychic energy.
Minimum damage and passive damage gain are affected by Ability Strength but absorbed damage is not.
100% of all incoming damage can be absorbed.
Critical Hits from enemies, but not allies have their critical damage multiplier doubled before being absorbed.
Absorbed damage is not converted to Magnetic damage, and retains the original damage composition.
Explosion damage bypasses obstacles in the environment and diminishes with distance. Affected enemies suffer a Knockdown.
Explosion radius and orb size is affected by Ability Range.
Explosion radius is affected by damage absorbed, up to a maximum of 50m.
Absorb drains 7 / 6 / 5 / 4 energy per second, and will remain active so long as Nyx has energy. An additional 8 energy is drained for every 1000 damage that's absorbed. Absorb will end if Nyx runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
Absorb converts into an additive weapon damage bonus that activates when the ability is released, lasting 8 seconds, or until the ability is used again.
Damage from physical and elemental damage mods is not taken into account.
This effect has an upper cap of 400% additive weapon damage (64,000 damage absorbed).
Casting Absorb in the air will cause Nyx to stay suspended until the skill is deactivated.
Absorb will stop any movement achieved prior to casting the skill when used in the air.
Even after deactivation, no momentum will carry over. Instead, you will drop straight down.
This does reset the directional melee, however, and it may be used again to regain some momentum. Used in this manner, Nyx is able to "fly" across tiles so long as she has energy to cast Absorb.
After not receiving damage for a short amount of time, the damage counter resets. This will not reset Absorb's total accumulated damage, however.
Nyx's threat level is raised while Absorb is active.
Shields are allowed to recharge freely while in the absorb state, whether Nyx is being attacked or not.
If cast while falling off a ledge, Nyx will return from her original location and release Absorb immediately.
Arcanes that require the player to receive damage to trigger (such as Arcane Agility) can trigger while under effects of Absorb.
Assimilate is a Warframe Augment Mod for Nyx that allows her to move, roll and attack while channeling Absorb and prevents friendly fire from being absorbed, at the cost of shrinking Absorb's effective radius by 50%.
Singularity is a PvE and ConclaveWarframe Augment Mod for Nyx's Absorb that creates a ring every three seconds to drag in enemies close enough to Singularity's radius.
Allies can contribute to the damage absorbed, dramatically increasing damage output.
It is not advisable to use this skill with the sentinel Shade. Shade will cloak Nyx during the Absorb period most of the time, whether the enemy is crowded around Nyx or not. As such, no damage will be absorbed as the enemy cannot see Nyx. During solo, the skill works fine still, as there are no teammates to draw enemy attention away.
Using this ability while on an Ice Trap in the void will greatly reduce energy drained.
Some user functions are still available even after Absorb is cast (thought it's not clear if this is intended functionality):
Weapon detonation can still be triggered (ex: Penta).
If knocked down or downed while casting, Nyx will be able to move and attack during the duration of the ability.
Allies that stand inside the absorb bubble are shielded from incoming ranged damage to some degree.
This can be a useful way to assist resurrecting an ally in a party of 3 or more.
During this ability, Nyx will be in mid-air suspension, instantly stopping her fall speed. This can be an advantage in correcting improper fall timing or while performing coordinated Maneuvers.
If Absorb ends in mid-air, it can often perform headshots on nearby enemies.
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 / 100Radiation damage with a 5 / 10 / 12 / 15%Radiationstatus 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.
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.
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.
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 Disruptorsare 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.
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).
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.
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.
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.
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 MagneticSensor Bars and Corpus Laser Barriers.
Note however that activating these traps in spy missions will still trigger vault alarms.
Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.
Misc:
6 m damage radius Radiation status and Knockdown on cast 50 m Affinity Range Status cleanse on cast ∞ stack duration +10% stack chance per active Radiation status on enemy from kills and assists 100% stack chance cap
Qorvex expends 75Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts 200 / 300 / 400 / 500Radiation damage with a guaranteed Status Effect and Knockdown to enemies in a radius of 6 meters.
After the explosion, Qorvex's concrete plates encircle himself and allied Warframes inside his Affinity Range. All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including Knockdown and self or enemy-inflicted Stagger.
Status cleanse on cast is a separate function and does not consume an initial stack.
Each guarded Warframe consumes stacks individually and do not reduce the stacks on other guarded Warframes.
Allied Warframes retain their Disometric Guard stacks when leaving Qorvex's Affinity Range, and even when Qorvex himself has zero stacks.
When a status effect is negated, the player's screen borders flash in a fading radioactive visual effect, while an orbiting concrete plate dissolves away.
Concrete plates orbiting a player visually disappear when aiming down sights with ranged weapons, and when the camera is positioned close to Qorvex's character model.
While Qorvex has at least 1 stack of Disometric Guard remaining, when Qorvex himself kills or assists in killing an enemy with an active Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10Radiation statuses. Disometric Guard can only sustain max 5 / 7 / 8 / 10 stacks per player.
When gaining or losing stacks, concrete plates visually materialize or dissolve away, shuffling the entire orbit to occupy equal distances between plates.
Amount of remaining stacks are shown on the ability icon and as a buff icon beside Qorvex's hitpoints indicator.
Can be recast while active. If Qorvex and allied Warframes are below max stacks, recast adds initial stacks to their current stack count up to the max.
In the Simulacrum, stacks visually do not disappear once the modding changed via Arsenal, but the ability is deactivated as expected. Qorvex is unable to prevent status effects properly due to the lingering stacks.
Using transference, or being forced into operator form, may show 0 stacks when returning to the warframe. This is purely visual.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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:
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.
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.
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 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.
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 ).
Hysteria's energy drain is not converted into shields by Augur Mods.
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.
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.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
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.
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.
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.
Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff.
Bonus Armor is then granted relative to the damage captured.
Wukong engages a defiant stance while priming his Iron Staff, becoming invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his movement speed by 50% for 2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by 4 / 5 / 6 / 7.5, then stored. After the invulnerability period expires, Wukong cleanses himself of any negative status effects, spins in place while elongating his staff and deals ? / ? / ? / 250 damage plus the stored damage as Impact damage to all enemies within a radius of 7 / 8 / 10 / 12 meters. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack.
Status cleanse and movement speed penalty are not affected by mods.
Enemies hit by the staff are ragdolled away in the direction of the swing.
After executing his spin, Wukong gains a variable Armor bonus lasting for 15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by 0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points.
Armor bonus is based on damage absorbed before the damage multiplier is applied.
Minimum and maximum armor bonuses are not affected by mods.
Armor bonus is removed if Defy is recast before it expires.
While the armor bonus is active, a stylized armor bonus counter appears above the ability icons.
Ability Synergy: When activating Defy with an active Celestial Twin, the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage reflection, and armor bonus.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes.
However, Subsumed Defy's armor bonus is capped at 750.
Status effects on the player can be removed by the following (note that it does not protect the player from getting new instances of status effects, with the exception of Rolling Guard):
Garuda slashes herself with her talons as she spins into the air, sacrificing up to 50% of her maximum Health to cleanse all status effects and restore up to 18% / 22% / 30% / 40% of her maximum Energy capacity. Garuda cannot reduce her health below 2 health points using Bloodletting.
Health cost is 50% of Garuda's maximum HP, including mods.
Total Energy Gain = Base Energy Gain ÷ (2 - Ability Efficiency).
Bloodletting can be cast if Garuda has less than 50% of her maximum HP remaining, but will only restore energy proportionate to the amount of HP sacrificed. For example, if she has 25% of her health left (or 50% of 50%) when Bloodletting, the energy gain will be halved.
Cannot be cast if Garuda has 2 or less health points.
This ability does not trigger health damage into energy conversion mods like Rage or Hunter Adrenaline.
This ability gains no benefits from increasing health. Having lower max health allows flat HP regeneration such as health orbs or Oberon's Renewal to generate more energy more quickly.
Synergizes with Blood Altar's continuous healing to give Garuda a near infinite supply of energy.
Despite sacrificing HP, Bloodletting is an effective way of shedding off any harmful status effects (especially slowing effects and DoT procs from Slash and Toxin damage), possibly improving her survivability better than not removing the procs.
Bloodletting is a powerful ability to combine with Helminth-infused toggled abilities that constantly drain energy, the most notable being Sevagoth's Gloom as it provides Garuda with another self-healing ability besides Blood Altar to constantly regenerate her energy reserves.
The Gloom and Bloodletting combo makes Garuda viable at completing Steel Path missions alone, including missions not normally frequented by players such as the Rathuum nodes and the Zealoid Prelate battle in Deimos.
Seeking Talons also synergize extremely well with this build as the damage-over-time of her quills also triggers Gloom healing and, subsequently, powers Bloodletting. The quills' homing ability also offers little chance for enemies to escape and can even track and hit hiding enemies, ensuring Garuda can be healed by Gloom as long as they stay within the aura.
Equipping Blood Forge and using Bloodletting allows Garuda to quickly reload otherwise slow-reloading weapons (such as the Strun, Nagantaka, Tenet Envoy and Kuva Zarr) and increase their overall DPS potential. It comes at the risk of getting struck while already losing her Health to reload, thus she should consider safeguards such as a nearby Blood Altar or equipping Quick Thinking and/or Gladiator Finesse, the mods accounting for her replenished Energy while using Bloodletting.
Slotting Azure Archon Shards for extra Energy while also equipping Quick Thinking will make Garuda deceptively durable due to the resulting increased efficiency of regaining Energy via Bloodletting.
Slotting Azure Archon Shards for extra Armor instead of extra Energy grants Garuda more effective hitpoints since Quick Thinking benefits from Armor.
If a Garuda player wishes to take advantage of the reworked passive to further amplify damage output, Helminth can replace Bloodletting with another damage-related self buff ability, such as Xaku's Xata's Whisper or Mirage's Eclipse, as these abilities synergize well with the damage buff and Garuda's own Seeking Talons, while still maintaining self-survival options with Dread Mirror and Blood Altar.
In exchange for losing this ability to generate Energy, Garuda can equip Rage or Hunter Adrenaline so she gains Energy while taking damage - which will be offset by a nearby Blood Altar.
Hildryn expends 150shields or overshields to emit a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of 2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current Shields or total Armor by 10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
Roar, Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
Defenses are fully removed at 400% Ability Strength. When using Corrosive Projection, it only requires 328% Ability Strength to fully strip armor.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
Does not steal from enemies without shields or armor stats.
Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
Pillage cannot be cast while Aegis Storm is active.
Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
Subsumed Pillage uses 50 energy instead of shields.
Similar to Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
Modding for Corrosive Projection or Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.
Bugs
Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second
Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.
Misc:
6 m damage radius Radiation status and Knockdown on cast 50 m Affinity Range Status cleanse on cast ∞ stack duration +10% stack chance per active Radiation status on enemy from kills and assists 100% stack chance cap
Qorvex expends 75Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts 200 / 300 / 400 / 500Radiation damage with a guaranteed Status Effect and Knockdown to enemies in a radius of 6 meters.
After the explosion, Qorvex's concrete plates encircle himself and allied Warframes inside his Affinity Range. All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including Knockdown and self or enemy-inflicted Stagger.
Status cleanse on cast is a separate function and does not consume an initial stack.
Each guarded Warframe consumes stacks individually and do not reduce the stacks on other guarded Warframes.
Allied Warframes retain their Disometric Guard stacks when leaving Qorvex's Affinity Range, and even when Qorvex himself has zero stacks.
When a status effect is negated, the player's screen borders flash in a fading radioactive visual effect, while an orbiting concrete plate dissolves away.
Concrete plates orbiting a player visually disappear when aiming down sights with ranged weapons, and when the camera is positioned close to Qorvex's character model.
While Qorvex has at least 1 stack of Disometric Guard remaining, when Qorvex himself kills or assists in killing an enemy with an active Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10Radiation statuses. Disometric Guard can only sustain max 5 / 7 / 8 / 10 stacks per player.
When gaining or losing stacks, concrete plates visually materialize or dissolve away, shuffling the entire orbit to occupy equal distances between plates.
Amount of remaining stacks are shown on the ability icon and as a buff icon beside Qorvex's hitpoints indicator.
Can be recast while active. If Qorvex and allied Warframes are below max stacks, recast adds initial stacks to their current stack count up to the max.
In the Simulacrum, stacks visually do not disappear once the modding changed via Arsenal, but the ability is deactivated as expected. Qorvex is unable to prevent status effects properly due to the lingering stacks.
Using transference, or being forced into operator form, may show 0 stacks when returning to the warframe. This is purely visual.
Revenant transforms into a torrent of Sentient energy that surges forward toward the aiming reticle, at a speed of 25 meters per second for 0.25 / 0.5 / 0.75 / 1 second. While traveling in energy form, Revenant is intangible, invulnerable to damage and protected against new Status Effects, as he pushes an energy current with a width of 3 / 4 / 5 / 6 meters. Reave can be manually cancelled by pressing the ability key again (default 3 ) during the dash.
Travel speed and distance are affected by Sprint Speed.
Enemies passing through the energy current are drained 2% / 4% / 6% / 8% of their maximum Shields and Health, while Revenant restores 2% / 4% / 6% / 8% of his maximum shields and health from each enemy leeched; all active status effects on Revenant are also transferred to enemies he passes through.
Does not restore shield points to Revenant if enemies do not possess shields.
Hitpoints from enemies can be drained and restored to Revenant multiple times, if enemies pass through the same instance of Reave.
Ability Synergy:
Reave's shield and health drain/restore percentages increase 5 times (10% / 20% / 30% / 40% by default) against Enthralled enemies.
The drain percentage displayed in Abilities and the Upgrade screen display the Thrall-empowered drain.
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 pass through Reave's current will gain a Mesmer Skin buff with 1 charge that lasts until used.
Can be cast for 50% reduced energy cost during Danse Macabre. Casting speed becomes instantaneous. Danse Macabre's stopping animation can be skipped if deactivated during Reave.
During Reave, Revenant continuously dashes toward the direction of the aiming reticle.
While grounded, Revenant can freely change his dash direction.
While airborne, Revenant cannot change directions until he makes contact with a horizontal surface.
Can be cancelled by jumping, which preserves forward momentum.
Casting Reave is an upper body animation that interrupts only upper body actions such as melee attacks or reloading and can be cast while airborne.
Revenant visually becomes translucent and enveloped in Sentient energy during the dash.
Sentient energy cloak, energy current, and particle trails are affected by Revenant's chosen Warframe energy color.
Subsuming Revenant to the Helminth will offer Reave and its augments to be used by other Warframes. Note that the UI's listed 40% damage is not applicable for non-revenant frames and instead deals 8% damage.
Since Reave deals a set percent damage to enemies' health, it can scale indefinitely.
Without mods, at 100% Ability Strength, it would take 13 Reave casts to kill any enemy, only 3 if that enemy is enthralled.
The percent damage is always significantly reduced against Nox, even with enthralled one. Thus, it is quite ineffective and inefficient to kill them with Reave.
Use Aim Glide during Reave to descend slowly.
Move the aiming reticle during Reave to change your dash direction.
Dash in a circle around enemies to drain from them multiple times.
Consoles can be activated and terminals can be hacked while Reave is active.
When falling from a sufficient height that would induce a hard landing, activate Reave before or immediately after the hard landing to cancel it.
Jump right before Reave ends to take full advantage of its speed and to conserve its momentum. This is especially handy on larger tilesets or the open world maps.
If a turret on the Plains of Eidolon is hit with Reave, it is instantly destroyed, regardless of level.
Saryn sheds her skin, removing all existing status effects and increasing her Movement Speed by 30% / 35% / 40% / 50% for 3.5 / 4 / 4.5 / 5 seconds, while leaving behind a decoy with 400shields and 150 / 300 / 400 / 500health that draws enemy fire for 14 / 24 / 32 / 40 seconds. When deployed, the decoy is invulnerable for a period of 1.5 / 2 / 3 / 3 seconds, during which all incoming damage absorbed by it is converted and added to its health. The decoy will explode if it loses all of its hitpoints, if its duration expires or if the ability is cast again, inflicting 240 / 300 / 350 / 400Toxin damage with 100%Toxinstatus chance to all enemies within 5 / 6 / 7 / 10 meters from it.
Decoy's health, explosion damage, and movement speed buff are affected by Ability Strength.
Explosion damage does not bypass obstacles in the environment and diminishes with distance.
Elemental augment mods, such as Ember's Fireball Frenzy, can be applied to Molt. The damage augment will not affect the explosion damage or damage type upon Molt's expiration.
Molt cannot be knocked down or moved, and acts as a physical object, unlike Loki's Decoy.
Molt will slowly vaporize and dissipate for its duration, eventually exploding once it nearly vanishes.
Only 1 Molt may be active at a time. Creating another Molt will detonate the current Molt.
Casting Molt can be done while performing any action without interrupting it, including reloading, charging, shooting, maneuvering, and while on a zipline.
Can be cast in all states (except while upside down in a flip jump or while dodging) and can be reused instantly.
Subsuming Saryn to the Helminth will offer Molt and its augments to be used by other Warframes.
Using during a well timed jump can result it being low enough for enemies to target, such as Infested or Melee units, but be more protected from most melee attacks. (Ancients will still be able to reach, as well as the knockback damage from Leapers).
Place Molt in locations which can protect it from enemy attacks to maximize its survival.
Limbo can utilize this ability by casting Banish on the decoy, granting it immunity to all attacks that do not affect targets in the Rift Plane.
If Molt is closer to the enemy than the player, enemies will (normally) focus it. Applies to the caster as well as other players, unless they're using aggro-increasing abilities such as Nyx's Absorb or Rhino's Iron Skin.
It can be used as protection from enemy fire, when you revive an downed teammate.
Bugs
When knocked back by an Ancient, the physical target of the decoy will move, but the model remains in place. This can be seen while having Enemy Sense and Enemy Radar equipped while seeing the decoy (as a friendly blip) against a group of infested.
For clients, Molt will sometimes be in a default standing position when deployed.
Wukong disappears into a cloud and turns invisible for 2 seconds. In this form, Wukong gains +300%Movement Speed, along with vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily stunned for 2 seconds. Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking.
Health restore per meter travelled is affected by Ability Strength.
Unalerted enemies staggered by Cloud Walker remain unalerted during the stagger animation, and thus can engage Stealth Kill Affinity Bonuses when killed.
Cloud Walker can pass through Spy vault's defenses without triggering an alarm.
Ability Synergy: When activating Cloud Walker with an active Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
An equipped Sentinel with Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends, similar to Hydroid's Undertow.
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Prior to Update 25.7 (2019-08-29), a status effect's duration can be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed is altered by a Warframe power (such as Molecular Prime or Rest & Rage) according to the following formulas:
For slowing effects: Effective status duration = (base status duration) ÷ (1 − slow % in decimals)
For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals)
Prior to Update 27.2 (2020-03-05), physical procs were weighted four times more than elemental ones.
Prior to Update 27.2 (2020-03-05), shotguns' status chance per pellet were calculated differently, instead of being the exact status chance shown in the Arsenal: Chance per Pellet = 1 − (1 − Status Chance)(1 ÷ Pellet Count)
In other words, the status chance shown in the Arsenal represented the calculated probability that at least one of the weapon's pellets will proc.
This means that shotguns that could reach 100% status chance in the Arsenal (before Multishot mods) benefit significantly from a status build since each pellet will proc as a result of the above equation.
However, a shotgun that only reaches shy of 100% status chance when modded will see significantly diminished results.
For example, a 99% status chance on a 10 pellet weapon will result in a 36.9% status chance per pellet.
View Old Status Chance Calculation Table List▾▾
A table with example values to display the relation of status chance and multishot.
Fixed Status Proc icons appearing under squadmate username when aiming over their player avatar. Now these icons will appear beside their name to improve legibility.
With the variety of Status effects in Warframe, there are certain types that may be seen as less favorable than others. Cold, Puncture, and Impact tend to have a lesser impact on the battlefield, so we felt it was time to revisit the value they added to player kits:
Puncture Changes:
Weakened Status Effect Buffs:
Increased the debuff to enemy attacks from 30% to 40% on the first stack.
Reduced the maximum amount of stacks from 10 to 5.
Increased per-stack debuff from 5% to 10%.
Increased the total debuff at Max Stacks from 75% to 80%.
Weakened Status Effect Additions:
Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after mods, not before. Does not apply to Abilities or AOE damage.
Impact Changes:
Stagger Status Effect Changes:
Reduced the maximum amount of stacks from 10 to 5.
Increased the Mercy Threshold from 4% to 8% per stack.
Functionally, this allows for players to trigger early Mercy kills with less stacks required!
NOTE: These changes should not affect the functionality of Impact Stacks for Mods such as Internal Bleeding or Hemorrhage.
Cold Changes:
Freeze Status Effect Changes:
Increased the maximum amount of stacks from 8 to 9.
Increased the additional per-stack Slow from 3.5% to 5%.
Increased the maximum Slow effect from 75% to 90%.
While we previously mentioned buffing Cold Slow Effect to 85% in our Citrine’s Last Wish update, we mistakenly only increased it to 75% instead.
Freeze Status Effect Additions:
Increased the Critical Damage taken by an enemy by 10% on initial Status Effect Subsequent Stacks increase this debuff by 5%, up to a maximum of 50%. This is additive after mods, not before.
Cold Damage has traditionally been one of the lesser-used and valued Status Effects within the community, as its effect on foes may not be as noticeable compared to its peers. As a result, we’ve decided to to make the following changes:
Increased base Slow from 25% to 50%.
Max stacks reduced from from 10 to 8.
Final result of the above is an overall increase in the Max Slow from 70% to 85%.
Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Greater than 100% Status having meaning
Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update.
When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!
It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
Stacking Status Effects
But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.
This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:
Impact: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
Puncture: The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
Slash: Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
Cold: The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
Electricity: AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.
Blast: Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
Corrosive: The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds. Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.
Radiation: The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
Magnetic: New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
Viral: New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.
Gas: The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.
Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not!
Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.
In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.
Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.
Continued Changes to proc/status logic with Continuous Fire weapons:
Their proc/status is now determined per second – the Arsenal will display the “Status per second” value. Continuous fire weapons that had a weaker proc chance before should be yielding reasonable proc/status per second with this calculation.