- This page is in reference to the Damage 2.0 system.
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 Grineer Scorch 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. Several Warframe abilities will grant immunity to status, (e.g. Oberon's Hallowed Ground ability). Any amount of overguard will grant immunity as well.
Status Effects[]
General[]
Damage Type | Status Effect Internal Name | Status Effects |
---|---|---|
Impact | PT_KNOCKBACK
|
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. |
Puncture | PT_FRAILTY
|
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. |
Slash | PT_BLEEDING
|
Bleed On Enemy: Deals 35% of the base damage per second over 6 seconds. This damage bypasses Armor. On Player: Deals 10% of the base damage per second over 6 seconds. This damage bypasses Armor. |
Heat | PT_IMMOLATION
|
Ignite On Enemy: Deals 50% of the base damage as Heat damage per second over 6 seconds while causing the target to panic for 4 seconds and gradually stripping up to 50% Armor. On Player: Deals 50% base Heat damage over 6 seconds and strips up to 50% Armor. |
Cold | PT_CHILLED
|
Freeze On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 90% on the 9th stack. The target receives +0.1 increased Critical Multiplier on initial proc and +0.05 per subsequent proc to a maximum of +0.5 on the 9th stack, additive after mods. On the 10th stack, enemies become frozen solid, their Shield recharge is negated, and their received Critical Multiplier is increased to +1.0, for 3 seconds. On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. |
Electricity | PT_ELECTROCUTION
|
Tesla Chain On Enemy: Deals 50% of the base damage as 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 damage to allies within 3 meters of the target. |
Toxin | PT_POISONED
|
Poison Universal: Deals 50% of the base damage as Toxin damage per second over 6 seconds. This damage can bypass Shields. |
Blast | PT_FLASHBANG
|
Detonate On Enemy: Deals 30% of base damage after 1.5 seconds. On maximum 10 stacks or when the target dies, premature detonation occurs and all stacks are dealt simultaneously as enemies within 5 meters are dealt 300% of base damage per proc. The increased damage from premature detonation only applies to surrounding enemies hit by the explosion, but not the initial target. |
Corrosive | PT_CAUSTIC_BURN
|
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 | PT_ASPHYXIATION
|
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. |
Magnetic | PT_MAGNETIZED
|
Disrupt On Enemy: Amplifies damage dealt to Shields and Overguard 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 removing Shields or Overguard, inflict an Electricity proc equal to 3% of the target's maximum shields/overguard per Magnetic stack to a maximum of 30%. On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, drains 20 Energy per second and scrambles the interface for 4 seconds. Due to player overguard granting status immunity, procs do not result in additional damage. |
Radiation | PT_RAD_TOX
|
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 | PT_INFECTED
|
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. |
Void | PT_RADIANT
|
Bullet Attractor On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds. |
Tau | PT_SENTIENT
|
Status Vulnerability On Enemy: The victim receives 10% increased Status Chance per proc for 8 seconds up to 100% at 10 stacks. |
True | N/A | No status effect. |
Independent from Damage[]
Status Effect | Internal Name | Description |
---|---|---|
Big Stagger | PT_BIG_STAGGER
|
Universal: Target is staggered for a longer duration? Can be applied by Opticor, Opticor Vandal, Vulkar, and Vulkar Wraith. |
Disarmed | PT_DISARMED
|
Universal: Target is disarmed of their equipped weapon. Can be applied by Halikar and Halikar Wraith? |
Impair (PvP only) |
PT_ROOTS
|
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. |
Knockdown | PT_KNOCKED_DOWN
|
Universal: Players and enemies fall to the ground. Counts as an individual status for Condition Overload, Galvanized Aptitude, Galvanized Savvy, and Galvanized Shot. |
Lifted | PT_LIFT_HIT
|
Universal: Briefly suspends targets in mid-air. Counts as an individual status for Condition Overload, Galvanized Aptitude, Galvanized Savvy, and Galvanized Shot. |
Microwave | PT_MICROWAVE_BURN
|
Universal: Enlarges an enemy's body part when shot at. Has infinite duration and counts as an individual status for Condition Overload, Galvanized Aptitude, Galvanized Savvy, and Galvanized Shot. Exclusive to Nukor and Kuva Nukor. |
Parried | PT_PARRIED
|
Universal: Target is open to finishers? Can be applied through Parry? |
Ragdoll | PT_RAGDOLL
|
Universal: Body is launched into the air, incapacitating the player or enemy. |
Silence | PT_SILENCED
|
Universal: Active abilities are deactivated? |
Sleep | PT_SLEEP
|
On enemy: Target is temporarily put to sleep. |
Slow | PT_GLUE
|
|
Stagger | PT_STAGGERED
|
Universal: Players and enemies get staggered for a brief moment. |
Stun | PT_STUNNED
|
Universal: Players and enemies get stunned in-place temporarily and cannot move or shoot. |
? | PT_VOID
|
Empyrean[]
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.
Damage Type | Empyrean-only Status Effects |
---|---|
Impact | Concuss Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration. |
Puncture | Decompress Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively. |
Slash | Tear Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself. |
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 | Scramble Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration. |
Heat | Sear Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time. |
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 procs are valued highly against heavily armored foes, but Magnetic procs have no benefit to enemies that lack shields or overguard.
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:
- Damage Buffs and relevant Mods
- This includes for example total damage multipliers like Furious Javelin or Eclipse, additive damage bonuses like Serration or Vex Armor, and enemy debuffs like Molecular Prime and Rest & Rage. However, weakspots generated by Sonar or Detect Vulnerability only increase the initial hit, not the resulting proc damage.
- Critical Hits and Stealth Damage Bonus
- Status Damage
- Melee Combo Counter and Sniper Combo Counter
- Body part multipliers
- Faction Damage mods and Roar
- 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:
Status Duration[]
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:
Damage Type | Nullified Effect | Occurs Normally |
---|---|---|
Impact | Stagger | - |
Puncture | Weakened | - |
Slash | Bleed | - |
Cold | Freeze | - |
Electricity | Stun | Tesla Chain |
Heat | Ignite | Panic animation occurs (but no flame) |
Toxin | Poison | - |
Blast | Inaccuracy | - |
Corrosive | Corrosion | - |
Gas | Toxin Cloud | - |
Magnetic | Increased shield damage | Visual effects |
Radiation | Confusion | - |
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.
Status Damage[]
Slash, Heat, Toxin, Electricity, and Gas all deal damage over time. They have a base duration of 6 seconds, during which they will deal a tick of damage for every second that the effect is active. Area of effect statuses ( Electricity and Gas) will always start dealing damage ticks the moment it is procced on an enemy, while single target status effects ( Slash, Heat, Toxin) will have a 1 second delay before dealing their damage ticks. The table below illustrates this mechanic.
Time From Initial Proc | 0s | 1s | 2s | 3s | 4s | 5s | 6s | |
---|---|---|---|---|---|---|---|---|
Damage Tick Occurred? | Slash | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Heat | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | |
Toxin | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | |
Electricity | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | |
Gas | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ |
Forced Procs[]
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.
Arsenal Status Chance | ||||||||
150% | 100% | 99% | 80% | 150% | 100% | 99% | 80% | |
Multishot | Chance per Pellet/Projectile | Average Procs per Shot | ||||||
1.9 (using SC) |
150% | 100% | 99% | 80% | 2.85 | 1.9 | 1.88 | 1.52 |
3 (e.g. Exergis) |
150% | 100% | 99% | 80% | 4.5 | 3 | 2.97 | 2.4 |
5 (e.g. Sobek) |
150% | 100% | 99% | 80% | 7.5 | 5 | 4.95 | 4 |
10 (e.g. 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.
Status Chance[]
Status Damage[]
Status Duration[]
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. Status immunity prevents new status effects from being applied to players, but does not remove existing status effects.
Note that sources of Invulnerability and Overguard also protect against status effects.
Sources of Status Immunity[]
- Abilities
N/A 50 |
Hideous Resistance Grant yourself immunity to Status effects. Introduced in Update 30.5 (2021-07-06) |
Strength:4 / 6 / 8 / 10 Charges | |
Duration:N/A | |||
Range:N/A | |||
Subsumable to Helminth |
3 |
Scarab Shell Activate to form Armor by draining Inaros' Health. Activate again to stop the formation early. The protective layer reduces incoming Damage and absorbs Status Effects. Introduced in Update 35.5 (2024-03-27) |
Strength:175 / 250 / 300 / 350 (armor bonus) | |
Duration:N/A | |||
Range:N/A | |||
Misc:
5% (status protection cost) |
Purifying himself from all ailments, Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal Orb. Picking up an Energy or Universal Orb has a cooldown of 5 seconds.
- 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 Fiber, all nearby Health and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely.
Stats and Modding[]
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 Probe and Swift Bite.
- Mods which convert energy spent on abilities to shields, such as Brief Respite or the Augur Mod Set, do not replenish shields.
- Because Lavos can still pick up energy orbs, mods or arcanes that benefit from picking up energy, such as Equilibrium, Energy Conversion, and Arcane Energize, still function.
- Subsumed abilities injected into Lavos via the Helminth system will cost 0 energy, but instead incur a 10 second cooldown after cast and disable the elemental imbuement hold-function (see below) associated with the ability button.
- On non-recastable abilities (e.g. Roar), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g. Piercing Roar).
- On channeled abilities (e.g. Gloom), they instead have a 12 second base duration.
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.
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, Cold, Electricity, and 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 (2 +4 ), Corrosive (1 +3 ), Gas (1 +4 ), Magnetic (2 +3 ), Radiation (3 +4 ), and 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.
- The same Primary Elemental damage type can be imbued onto an ability that already inflicts that damage type (e.g. Ophidian Bite imbued with Toxin, Vial Rush imbued with Cold, etc) to double the damage and status proc.
- Imbued Primary Elemental damage types do not merge with the ability's innate damage type.
- Non-damaging status effects inflicted by all of Lavos' abilities ( Cold, Corrosive, Magnetic, Radiation, and Viral) will proc 3 stacks in a single application of elemental status.
- Lavos' mixing vial is only cleared of its elemental contents upon imbuing an ability.
- Elements can be imbued even if Lavos cannot use the ability.
- 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.
Unlike most Warframes, when Lavos ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +20 Health every three ranks, starting at rank 1.
- +10 Shield every three ranks, starting at rank 2.
- +10 Armor every three ranks, starting at rank 3.
At rank 30, this results in a total of:
- +200 Health
- +100 Shield
- +100 Armor
- Main article: Valence Formation
Valence Formation is a Warframe Augment Mod for Lavos that allows weapons to gain the corresponding element of an ability whenever it is cast, with a guaranteed status effect.
Rank | Elemental Damage | Duration | Cost |
---|---|---|---|
0 | 50% | 20s | 6 |
1 | 100% | 20s | 7 |
2 | 150% | 20s | 8 |
3 | 200% | 20s | 9 |
1 25 |
Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16) |
Strength:50 / 100 / 150 / 200 ( Heat damage per tick) 500 / 750 / 1000 / 1250 ( Heat explosion damage) | |
Duration:15 / 20 / 25 / 30 s (buff duration) 5 / 6 / 7.5 / 10 s (flame duration) | |||
Range:3 / 4 / 5 / 6 m (explosion radius) | |||
Misc:
15 / 15 / 20 / 25 % (movement speed bonus) | |||
Subsumable to Helminth |
3 75 |
Warding Halo Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in Update 18.1 (2015-12-16) |
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( Slash damage per second) 1.15x / 1.25x / 1.75x / 2.50x (armor multiplier) 2.5x (absorption multiplier) | |
Duration:N/A | |||
Range:1.25 / 1.5 / 1.75 / 2 m | |||
Misc:
3 s (invulnerability duration on cast) |
2 50 |
Hallowed Ground Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames. Introduced in Update 11.5 (2013-12-19) |
Strength:25 / 50 / 75 / 100 ( Radiation damage) 5 / 10 / 12 / 15% (Status Chance) | |
Duration:10 / 15 / 17 / 20 s | |||
Range:90 / 100 / 120 / 180° (angle) 8 / 10 / 12 / 15 m (radius) |
3 |
Parasitic Link Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus. Introduced in Update 19.5 (2016-12-22) |
Strength:10% / 15% / 20% / 25% (strength bonus) 10% / 15% / 20% / 25% (damage bonus) 20% / 30% / 40% / 50% (damage redirection) | |
Duration:30 / 35 / 45 / 60 s | |||
Range:24 / 28 / 34 / 40 m (ally link) 10 / 13 / 16 / 20 m (enemy link) |
3 75 |
Disometric Guard 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. Introduced in Update 35.0 (2023-12-13) |
Strength:200 / 300 / 400 / 500 Radiation damage on cast 2 / 3 / 4 / 5 initial status immunity stacks 5 / 7 / 8 / 10 max status immunity stacks | |
Duration:N/A | |||
Range:N/A | |||
Misc:
6 m damage radius |
1 25 |
Spellbind Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Introduced in Update: The Silver Grove (2016-08-19) |
Strength:N/A | |
Duration:10 / 12 / 14 / 16 s | |||
Range:1 / 3 / 3 / 5 m (area radius) 20 / 30 / 40 / 50 m (cast range) | |||
Misc: 100 % (status cleanse and immunity) | |||
Subsumable to Helminth |
3 75 |
Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02) |
Strength:N/A | |
Duration:6 / 8 / 10 / 12 s | |||
Range:12 / 14 / 17 / 20 m | |||
Misc:
1 / 2 / 2 / 3 (affected enemies) |
Like a blood moon striding across the starlit night, Voruna never hunts alone. Safeguarded by her four loyal wolves, she may freely invoke their protective passives anytime during a mission.
Hold down the ability button (default 1 , 2 , 3 , 4 ) to invoke 1 passive into the UI indicator above the ability icons. Wolf passives persist indefinitely until switched, undergoing a cooldown (Ulfrun's Descent), or revoked by holding down the ability key again; while a passive is selected, the corresponding wolf skull on Voruna's body glows with energy, as a flying wolf skull orbits around her.
- Shroud of Dynar increases Parkour velocity by 55%.
- Fangs of Raksh grants complete resistance to new Status Effects.
- Lycath's Hunt imbues Voruna's melee weapon with an additive 100% Heavy Attack Efficiency.
- Since heavy attack efficiency is hard-capped to 90%, the extra 10% is only visible and viable when equipped with a Riven Mod that penalizes it.
- Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing bleedout, rendering her invulnerable for 3 seconds and restoring 100% of her shields and health. Ulfrun's passive undergoes a 60 second cooldown after his sacrifice or when swapped out.
- Passives are only available from Voruna's original abilities. Therefore, a subsumed ability replacement from the Helminth system will disable the associated passive.
- Passives are not disabled nor revoked when Voruna enters an ability-nullifying field such as from Nullifier Crewmen, or if she falls into an out-of-bounds zone.
- Mods
- Miscellaneous
Sources of Status Effect Cleansing[]
Status effect cleansing removes active status effects on the player.
- Abilities
3 |
Bloodletting Garuda sacrifices her health to generate energy. Introduced in Update 24.0 (2018-11-08) |
Strength:N/A | |
Duration:N/A | |||
Range:N/A | |||
Efficiency:
18 / 22 / 30 / 40 % (energy gain) | |||
Misc:
-50% (health deducted) |
2 150 |
Pillage Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields. Introduced in Update 24.4 (2019-03-08) |
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) | |||
Subsumable to Helminth |
1 25 |
Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16) |
Strength:50 / 100 / 150 / 200 ( Heat damage per tick) 500 / 750 / 1000 / 1250 ( Heat explosion damage) | |
Duration:15 / 20 / 25 / 30 s (buff duration) 5 / 6 / 7.5 / 10 s (flame duration) | |||
Range:3 / 4 / 5 / 6 m (explosion radius) | |||
Misc:
15 / 15 / 20 / 25 % (movement speed bonus) | |||
Subsumable to Helminth |
Template:Hallowed Ground
3 75 |
Disometric Guard 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. Introduced in Update 35.0 (2023-12-13) |
Strength:200 / 300 / 400 / 500 Radiation damage on cast 2 / 3 / 4 / 5 initial status immunity stacks 5 / 7 / 8 / 10 max status immunity stacks | |
Duration:N/A | |||
Range:N/A | |||
Misc:
6 m damage radius |
3 50 |
Reave Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls. Introduced in Update 23.5 (2018-08-24) |
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:
25 m/s (travel speed) | |||
Subsumable to Helminth |
2 50 |
Molt Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies. Introduced in Update 7.0 (2013-03-18) |
Strength:150 / 300 / 400 / 500 (health) 240 / 300 / 350 / 400 ( Toxin explosion damage) 30% / 35% / 40% / 50% (movement speed buff) | |
Duration:14 / 24 / 32 / 40 s (decoy) 3.5 / 4 / 4.5 / 5 s (movement speed buff) | |||
Range:5 / 6 / 7 / 10 m | |||
Misc:
100 % (status cleanse on cast) | |||
Subsumable to Helminth |
1 25 |
Spellbind Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Introduced in Update: The Silver Grove (2016-08-19) |
Strength:N/A | |
Duration:10 / 12 / 14 / 16 s | |||
Range:1 / 3 / 3 / 5 m (area radius) 20 / 30 / 40 / 50 m (cast range) | |||
Misc: 100 % (status cleanse and immunity) | |||
Subsumable to Helminth |
2 25 |
Cloud Walker Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin. Introduced in Update 17.12 (2015-11-25) |
Strength:0.5% / 0.6% / 0.8% / 1% (health / meter) | |
Duration:2 s (cloud duration) | |||
Range:5 / 6 / 7 / 8 m (stun radius) | |||
Misc:
+300% (movement speed bonus) |
3 50 |
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. Introduced in Update 17.12 (2015-11-25) |
Strength:? / ? / ? / 250 (minimum damage) 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) | |||
Subsumable to Helminth |
- Mods
Status Resistance[]
Unlike sources of status immunity, these provide a percent chance to ignore an incoming proc on the player.