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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. FrostFrostIcon272.png Frost's Ice WaveIceWave130xDark.png 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. See below for information on which status effects are associated with which damage types.

For example, a weapon such as an unmodified StaticorCrpElectroMag.png Staticor deals solely Radiation DamageDmgRadiationSmall64.png 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 Grineer Scorch has a chance to inflict the Ignited status effect with the Heat DamageDmgHeatSmall64.png Heat damage from his IgnisGrineerFlameThrower.png Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash DamageDmgSlashSmall64.png Slash damage) directly to the player's health.

Last updated: Sun, 01 Aug 2021 17:50:25 +0000 (UTC) by User:Cephalon Scientia

Status Effects[]

General[]

Damage Type Status Effects
Impact DamageDmgImpactSmall64.png Impact Stagger
On Enemy: Causes target to flinch and staggers movement for 1 second and adds a 10% chance to open the enemy up to a Parazon finisher. Stacks up to 10 times.
On Player: No effect.
Puncture DamageDmgPunctureSmall64.png Puncture Weakened
On Enemy: Reduces any damage dealt by 30% for 6 seconds. Stacks up to 10 times, with subsequent procs reducing damage by 5% to a total of 75%.
On Player: Reduces any damage dealt to 30% for 6 seconds.
Slash DamageDmgSlashSmall64.png Slash 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).
ImpairDmgImpairSmall64.png Impair
(PvP only)
Impaired
Universal: Restricts the target's movement for 2 seconds.
True DamageDmgTrueSmall64.png True No status effect.
Lifted b.png Lifted Lifted
On Enemy: Briefly suspends enemies in mid-air.
Heat DamageDmgHeatSmall64.png Heat Ignite
On Enemy: Deals 50% of the base damage as Heat DamageDmgHeatSmall64.png 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 DamageDmgHeatSmall64.png Heat damage over 6 seconds and strips up to 50% Armor.
Cold DamageDmgColdSmall64.png Cold Freeze
On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 70%.
On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
Electricity DamageDmgElectricitySmall64.png Electricity Tesla Chain
On Enemy: Deals 50% of the base damage asElectricity DamageDmgElectricitySmall64.png Electricity 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 DamageDmgElectricitySmall64.png Electricity damage to allies within 3 meters of the target.
Toxin DamageDmgToxinSmall64.png Toxin Poison
Universal: Deals 50% of the base damage as Toxin DamageDmgToxinSmall64.png Toxin damage per second over 6 seconds (bypasses Shield).
Void DamageDmgVoidSmall64.png Void Bullet Attractor
On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
Tau DamageDmgTauSmall64.png Tau No status effect.
Blast DamageDmgBlastSmall64.png Blast 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.
Corrosive DamageDmgCorrosiveSmall64.png Corrosive 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 DamageDmgGasSmall64.png Gas Gas Cloud
Universal: Deals 50% of the base damage as Gas DamageDmgGasSmall64.png 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.
Magnetic DamageDmgMagneticSmall64.png Magnetic 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 50 Energy per second and scrambles the interface for 4 seconds.
Radiation DamageDmgRadiationSmall64.png Radiation 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.
Viral DamageDmgViralSmall64.png Viral 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.

Empyrean[]

Main article: Damage#Empyrean

Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Arch-guns and Arch-melees 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 DamageDmgBlastSmall64.png Blast, Corrosive DamageDmgCorrosiveSmall64.png Corrosive, Gas DamageDmgGasSmall64.png Gas, Magnetic DamageDmgMagneticSmall64.png Magnetic, Radiation DamageDmgRadiationSmall64.png Radiation, and Viral DamageDmgViralSmall64.png Viral) do not have altered status effects and cannot proc against space enemies, but Arch-guns and Arch-melees 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 Point of Interests personnel, who will take damage and status as per normal.

Damage Type Empyrean-only Status Effects
Impact DamageDmgImpactSmall64.png Impact Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
Puncture DamageDmgPunctureSmall64.png Puncture Decompress
Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
Slash DamageDmgSlashSmall64.png Slash Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
Cold DamageDmgColdSmall64.png Cold Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
Electricity DamageDmgElectricitySmall64.png Electricity Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
Heat DamageDmgHeatSmall64.png Heat Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
Toxin DamageDmgToxinSmall64.png Toxin 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 DamageDmgCorrosiveSmall64.png Corrosive procs are valued highly against heavily armored foes, but Magnetic DamageDmgMagneticSmall64.png 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 Aptitude12?cb=20190608095452 Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Split Chamber12?cb=20190608095452 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 StrunStrun.png Strun's highest physical damage type is Impact DamageDmgImpactSmall64.png 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 DamageDmgRadiationSmall64.png 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 DamageDmgImpactSmall64.png Impact, 5 Puncture DamageDmgPunctureSmall64.png Puncture, 10 Slash DamageDmgSlashSmall64.png Slash, 25 Heat DamageDmgHeatSmall64.png Heat, and 50 Corrosive DamageDmgCorrosiveSmall64.png 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 DamageDmgCorrosiveSmall64.png 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

Damage Scaling[]

If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:

Bleed per tick = 100 × (1 + Serration12?cb=20190608095452 1.65) × 0.35 × (1 + Bane of Grineer12?cb=20190608095452 0.3) ^2 = 156.7475

Status Duration[]

Photo-4.png
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
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 Sting12?cb=20190608095452 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:

Negative duration effects
Damage Type Nullified Effect Occurs Normally
Impact DamageDmgImpactSmall64.png Impact Stagger -
Puncture DamageDmgPunctureSmall64.png Puncture Weakened -
Slash DamageDmgSlashSmall64.png Slash Bleed -
Cold DamageDmgColdSmall64.png Cold Freeze -
Electricity DamageDmgElectricitySmall64.png Electricity Stun Tesla Chain
Heat DamageDmgHeatSmall64.png Heat Ignite Panic animation occurs (but no flame)
Toxin DamageDmgToxinSmall64.png Toxin Poison -
Blast DamageDmgBlastSmall64.png Blast Inaccuracy -
Corrosive DamageDmgCorrosiveSmall64.png Corrosive Corrosion -
Gas DamageDmgGasSmall64.png Gas Toxin Cloud -
Magnetic DamageDmgMagneticSmall64.png Magnetic Increased shield damage Visual effects
Radiation DamageDmgRadiationSmall64.png Radiation Confusion -
Viral DamageDmgViralSmall64.png Viral Increased health damage Visual effects

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 DamageDmgElectricitySmall64.png Electricity and Gas DamageDmgGasSmall64.png 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.

Damage Tick and Proc Duration
Time From Initial Proc 0s 1s 2s 3s 4s 5s 6s
Damage Tick Occurred? Slash DamageDmgSlashSmall64.png Slash ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Heat DamageDmgHeatSmall64.png Heat ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Toxin DamageDmgToxinSmall64.png Toxin ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Electricity DamageDmgElectricitySmall64.png Electricity ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Gas DamageDmgGasSmall64.png Gas ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

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 WraithWraithStrun.png 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 DamageDmgCorrosiveSmall64.png 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 Amount per Shot = Multishot × Chance per Pellet

A table with example values to display the relation of status chance and multishot.

Arsenal Status Chance
150% 100% 99% 80% 150% 100% 99% 80%
Multishot Chance per Pellet/Projectile Average Procs per Shot
1.9
(using Split Chamber12?cb=20190608095452 SC)
150% 100% 99% 80% 2.85 1.9 1.88 1.52
3
(e.g.ExergisExergis.png Exergis)
150% 100% 99% 80% 4.5 3 2.97 2.4
5
(e.g.SobekGrnDBSG.png Sobek)
150% 100% 99% 80% 7.5 5 4.95 4
10
(e.g.Strun WraithWraithStrun.png Strun Wraith)
150% 100% 99% 80% 15 10 9.9 8
20 150% 100% 99% 80% 30 20 19.8 16

Continuous Weapons[]

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.


Last updated: Update 29.5 (2020-11-19)

Status Immunity[]

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.

Note that sources of invulnerability also protect against status effects.

BladeStormModU15.jpeg BladeStorm.png
ENERGY:
0
KEY
4
Blade Storm
Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.


Energy per Mark: 12
Energy per Mark (while invisible): 6

Strength:750 / 1000 / 1500 / 2000 (True DamageDmgTrueSmall64.png True damage)
Duration:N/A
Range:50 m
Misc:3 (number of hits per mark)
2 (number of Shadow Clones)
Expand/Collapse

SlashDashModU15.jpeg SlashDash.png
ENERGY:
25
KEY
1
Slash Dash
Dash between enemies while slashing with the Exalted Blade.
Strength:100 / 125 / 200 / 250
Duration:N/A
Range:6 / 8 / 10 / 12 m
Expand/Collapse

Covenant.png HarrowCovenant.png
ENERGY:
100
KEY
4
Covenant
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.
Strength:1.50% (critical per 100 damage)
Duration:3 / 4 / 5 / 6 s (invulnerability time)
6 / 8 / 10 / 12 s (critical chance time)
Range:N/A
Misc:4.0x (headshot multiplier to bonus critical chance)
50/250 m (affinity range/open-world affinity range)
Expand/Collapse

UndertowU15.png PirateLiquefy.png
ENERGY:
15
KEY
3
Undertow
Become a water trap and drown unsuspecting enemies.


Energy Drain: 6 s-1
Grab Cost: 5
Meters per Energy: 0.2 m

Strength:10 / 15 / 20 / 25 (Impact DamageDmgImpactSmall64.png Impact dmg/sec)
1 / 1.5 / 1.7 / 2 % (dmg increase/sec)
Duration:N/A
Range:1.5 / 2.5 / 3 / 4 m (puddle size)
10 / 12 / 13 / 15 m (grab range)
Misc:50% (Tidal Surge travel distance)
200% (Tentacle Swarm damage bonus)
Expand/Collapse

Devour.png DevourIcon.png
ENERGY:
50
KEY
2
Devour
Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Strength:50-100 / 100-200 / 150-300 / 250-500 (True DamageDmgTrueSmall64.png True damage per second)
Duration:15 / 20 / 25 / 30 s
Range:20 / 30 / 40 / 50 m (cast and tether range)
Misc:2 s (damage ramp-up)
10 (damage ticks per second)
≥ 15 s (Sand Shadow duration)
Heals 400 health per second
Expand/Collapse

Valence Block

Purifying himself from all ailments, LavosLavosIcon272.png Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal Orb. Lavos can only collect a single Energy or Universal Orb every 5 seconds.

  • Passive values is not affected by Mods.
  • Buff duration is renewed to full upon collecting a new orb.
  • Valence Block buff icon and timer are shown beside Lavos' shield and health indicators.
  • While activated, three serpent-like energy particle effects encircle Lavos' body.
  • If Lavos is injured with missing health, Universal Orbs are collectible to heal him with no cooldown period in between.
  • When Lavos' Companion is equipped with Synth Fiber12?cb=20190608095452 Synth Fiber, all nearby Health, Energy and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely.

Special Casting

Stats and Modding[]

LavosLavosIcon272.png Lavos has no energy capacity and his abilities do not use any resource to activate. Instead, each of his abilities are free to cast with a cooldown in between uses. The Ability Efficiency stat will instead affect the cooldown reduction effect from Transmutation ProbeTransmutationProbe130xDark.png Transmutation Probe.

The Ability Duration stat will also affect the Status Duration stat uniquely innate to Lavos, which extends or shortens the duration of all status effects created by Lavos using his weapons and abilities.

Lavos also possesses a Rank Up Bonus on his Armor stat, yielding +50% at Warframe Rank 30.

Elemental Imbuement[]

Experiment and unleash volatile mixtures of the deadly elements. Hold down one of the four ability buttons (default 1 ,2 ,3 ,4 ) to imbue a Primary Elemental damage type (Toxin DamageDmgToxinSmall64.png Toxin, Cold DamageDmgColdSmall64.png Cold, Electricity DamageDmgElectricitySmall64.png Electricity, and Heat DamageDmgHeatSmall64.png Heat respectively) into the mixing vial displayed above Lavos' ability icons. Imbuement has no cost nor cooldown between uses.

  • Elemental imbuement is available by default to Lavos at Warframe Rank 0 without requiring his abilities to be fully unlocked.
  • Primary Elements are shown in the four smaller diamond-shaped icons below the mixing vial. When an ability button is held down, its diamond icon is briefly highlighted until the element is mixed in.
  • Combine with a different element to produce a Secondary Elemental damage type: Blast DamageDmgBlastSmall64.png Blast (2 +4 ), Corrosive DamageDmgCorrosiveSmall64.png Corrosive (1 +3 ), Gas DamageDmgGasSmall64.png Gas (1 +4 ), Magnetic DamageDmgMagneticSmall64.png Magnetic (2 +3 ), Radiation DamageDmgRadiationSmall64.png Radiation (3 +4 ), and Viral DamageDmgViralSmall64.png Viral (1 +2 ).
    • Inputs can be in any order, or the hotkeys can be held down together to instantly produce a Secondary Elemental damage type.
  • The Imbued Primary or Secondary Element is shown in the vial with a colorcoded emblem and plays a unique sound effect upon mixing.
  • With an element in the mixing vial, Lavos' next ability cast drains the vial to add the Primary or Secondary Elemental damage type, onto the chosen ability dealing an extra instance of damage and status proc.
  • Imbuement is only available from Lavos' original abilities, therefore a subsumed ability replacement from the Helminth system will disable the associated element on the ability button.
    • Imbuement also cannot be applied onto subsumed abilities.

FireWalker.png FireWalkerIcon.png
ENERGY:
25
KEY
1
Fire Walker
Blaze a trail of flames, scorching enemies and cleansing allies. Teleporting blasts the landing area with a ring of fire.
Strength:50 / 100 / 150 / 200 (Heat DamageDmgHeatSmall64.png Heat damage per tick)
500 / 750 / 1000 / 1250 (Heat DamageDmgHeatSmall64.png Heat explosion damage)
Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
Range:3 / 4 / 5 / 6 m (explosion radius)
Misc:15 / 15 / 20 / 25 % (sprint speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % (Heat DamageDmgHeatSmall64.png Heat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)
Expand/Collapse


WardingHalo.png WardingHaloIcon.png
ENERGY:
75
KEY
3
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (Slash DamageDmgSlashSmall64.png Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Duration:N/A
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)
Expand/Collapse

ParasiticLink.png ParasiticLinkIcon.png
ENERGY:
0
KEY
3
Parasitic Link
Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.


Mutation Stacks Cost: 1

Strength:10% / 15% / 20% / 25% (strength bonus)
20% / 30% / 40% / 50% (damage redirection)
Duration:30 / 35 / 45 / 60 s
Range:24 / 28 / 34 / 40 m (ally link)
10 / 13 / 16 / 20 m (enemy link)

AbsorbModU15.jpeg Nyx Absorb.png
ENERGY:
25
KEY
4
Absorb
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
Strength:160 / 170 / 180 / 200 (passive Magnetic DamageDmgMagneticSmall64.png Magnetic damage gain)
800 / 900 / 1000 / 1500 (minimum Magnetic DamageDmgMagneticSmall64.png Magnetic damage)
0.025% (damage converted to weapon damage bonus)
Duration:8 s (Weapon Damage bonus)
Range:5 / 7 / 8 / 10 m
Expand/Collapse

HallowedGround.png OberonHallowedGround.png
ENERGY:
50
KEY
2
Hallowed Ground
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
Strength:25 / 50 / 75 / 100 (Radiation DamageDmgRadiationSmall64.png Radiation damage)

5 / 10 / 12 / 15% (status chance)

Duration:10 / 15 / 17 / 20 s
Range:90 / 100 / 120 / 180° (angle)

8 / 10 / 12 / 15 m (radius)

Expand/Collapse

MesmerSkinModx256.png MesmerSkin130xWhite.png
ENERGY:
50
KEY
2
Mesmer Skin
Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.
Strength:3 / 4 / 5 / 6 (number of charges)
Duration:2 / 3 / 4 / 5 s (stun duration)
Range:N/A
Misc:100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)
Expand/Collapse

IronSkinModU15.jpeg IronSkin.png
ENERGY:
50
KEY
2
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
Duration:N/A
Range:N/A
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration)
Expand/Collapse

Spellbind.png SpellbindIcon.png
ENERGY:
25
KEY
1
Spellbind
Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Hold the ability to cast the immunity onto Titania.
Strength:N/A
Duration:10 / 12 / 14 / 16 s
Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)
Misc:100 % (status cleanse and immunity)
Expand/Collapse

LinkModU14.jpeg TrinityLink.png
ENERGY:
75
KEY
3
Link
Any damage taken while Link is active will be channeled to a nearby enemy.
Strength:N/A
Duration:6 / 8 / 10 / 12 s
Range:12 / 14 / 17 / 20 m
Misc:1 / 2 / 2 / 3 (affected enemies)
50% / 60% / 70% / 75% (damage reduction)
100% (damage and status transfer)

HysteriaModU15.jpeg HysteriaPanel.png
ENERGY:
25
KEY
4
Hysteria
Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

Minimum Energy Drain: 2.5 s-1
Maximum Energy Drain: 15 s-1

Strength:100 / 125 / 200 / 250 (damage)
Duration:N/A
Range:N/A
Misc:1% / 2% / 4% / 5% (lifesteal)
5-20 m (aura radius)
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Defy.png DefyIcon.png
ENERGY:
50
KEY
3
Defy
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.
Strength:4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
Range:7 / 8 / 10 / 12 m (staff swing radius)
Misc:-50 % (move speed penalty)
100 % (status cleanse on spin)
50 AP (min. armor bonus)
1,500 AP (armor bonus cap)
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Cleansing Status Effects[]

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 Guard12?cb=20190608095452 Rolling Guard):

ShieldPillageModx256.png ShieldPillage130xWhite.png
SHIELD:
150
KEY
2
Pillage
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.
Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
Duration:2 s (expansion duration)
Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)
Misc:? / ? / 6 / 20 m/s (expansion distance per sec)
100% (status cleanse on cast)
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ReaveModx256.png Reave130xWhite.png
ENERGY:
50
KEY
3
Reave
Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.


Energy Cost (Danse Macabre active): 25

Strength:2 / 4 / 6 / 8 % (hitpoints drain/restore)
10 / 20 / 30 / 40 % (thrall hitpoints drain/restore)
Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
Range:3 / 4 / 5 / 6 m (current width)
Misc:27 m/s (travel speed)
100 % (status effects transfer)
1 (Mesmer Skin ally buff charge)
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MoltModU15.jpeg SarynMoult.png
ENERGY:
50
KEY
2
Molt
Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.
Strength:150 / 300 / 400 / 500 (health)
240 / 300 / 350 / 400 (Toxin DamageDmgToxinSmall64.png Toxin explosion damage)
1.3 / 1.35 / 1.4 / 1.5 x (speed multiplier)
Duration:14 / 24 / 32 / 40 s (decoy)
3.5 / 4 / 4.5 / 5 s (speed buff)
Range:5 / 6 / 7 / 10 m
Misc:100 % (status cleanse on cast)
1.5 / 2 / 3 / 3 s (invuln. time)
400 (decoy shields)
100 % (Toxin DamageDmgToxinSmall64.png Toxin status chance)
1 (limit of molts)