WARFRAME Wiki
Advertisement
WARFRAME Wiki

Clashing Forest is a stance mod for Staff type weapons. It is a highly mobile stance in which the Tenno advances in tandem with their strikes.

Can be equipped on:

✓ denotes weapon with matching Stance polarity

Combos

Default Combos of Stance or Weapon (📝 Edit Stance Data)
Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
1.0 Attack Speed
Animation
Neutral
(While Not Moving)
Resolute Flurry
Default Default
 100%
 100% Lifted b
 2x 100%
 50%
Default Default
 300%
Default Default
 200%
 400% Knockdown b
692.3%/s 1.9s ClashingForestCombo0
Forward
(While Moving)
Skyward Limb
Default Default
 100%
Default Default
 100%
Default Default
 100%
 200%
243.9%/s 2.0s ClashingForestCombo1
Forward Block
(While Blocking & Moving)
Battering Roots
Default Default
 2x 200%
Default Default
 2x 300% Ragdoll b
476.2%/s 2.1s ClashingForestCombo2
Block
(While Blocking)
Resolute Flurry
Default Default
 100%
 100% Lifted b
 2x 100%
 50%
Default Default
 300%
Default Default
 200%
 400% Knockdown b
692.3%/s 1.9s ClashingForestCombo0
Heavy
(Heavy Attack)
The Way*
Default Heavy
 500% Knockdown b
Default Heavy
 500% Knockdown b
N / A N / A StaffComboHeavy
Slide
(While Sliding)
Crushing Reach*
Default Default
360 Default 100% Lifted b
147.1%/s 0.7s StaffComboSlide
Aerial
(While In Air)
Planting Widow*
Default Default
 300%
Default Default
 300%
Default Default
 300% Knockdown b
N / A N / A StaffComboAir
Wall
(While Wall Latching)
Guiding Plank*
Default Default
 166%
N / A N / A StaffComboWall
Finisher
(On Knocked Down Enemy)
Wide Dispatch*
Default Default
 1000%
N / A N / A StaffComboFinisherGround
Slam
(Looking At Ground While In Air)
Slam Attack*
Default Default
Direct Default 300%
Slam Default 100%
N / A N / A StaffComboSlam

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Direct Default Direct Slam Attack • Slam Default Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

View Full Legend
Key Inputs
Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Default
 200%
 Attack does double damage 
Default Default
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64 Knockback
DmgPunctureSmall64 Weakened
DmgSlashSmall64 Bleed
DmgBlastSmall64 Inaccuracy
Knockdown b Knockdown
Lifted b Lifted
RollingDroneAvatar Stagger
Ragdoll b Ragdoll
Finisher b Finisher (front, back, or ground) 
DmgImpairSmall64 Impair (PvP only) 
Melee Attack Explanations
  • 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.

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
The Circuit Tier 3 The Circuit (Normal) A 0.67% 1 0.0067

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 1 The Circuit (Normal) A 0.67% 1 0.0067

Accessed through Duviri's The Circuit gamemode

Weekly Conclave Challenge Reward Weekly Conclave Challenge Reward A 2.27% 1 0.0227

Complete all weekly Conclave challenges to get this reward in your in-game inbox:

  • Match Won: Win 6 matches of any game type.
  • Match Complete: Complete 20 matches of any game type.
  • Conditioning: Complete 10 Daily Challenges.

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Corrupted Ancient 3% 7.37% 0.2211% 452 1 0.002211

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Gallery[]

Patch History[]

Hotfix 35.5.3 (2024-04-04)

  • Fixed block forward combo sound FX playing for all squad members regardless of distance when using a Staff Melee weapon with the Clashing Forest Stance equipped.

Update 29.10 (2021-03-19)

  • Removed the forced Impact proc from Resolute Flurry's second attack.
  • Removed the forced Impact proc from the second hit of Skyward Limb's third attack.

Update 28.0 (2020-06-11)

  • The Earth to Venus Junction now awards the Clashing Forest Stance.
    • This aims to provide new players an easier path to experience the Melee system at an early Star Chart stage. Those who have completed these Junctions will retroactively be given these Melee Stances.

Update 13.0 (2014-04-09)

  • Introduced.
  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
Advertisement